Hi Rômulo,
On 8 November 2017 at 21:46, Rômulo Cerqueira
wrote:
> thanks for your replies. I will have a look on osg::TangentSpaceVisitor,
> however I have a question: I will have in my OSG scene a lot of objects
> with/without normal mapping. How can I handle different normal textures using
>
Hi Jordi and Sebastian,
thanks for your replies. I will have a look on osg::TangentSpaceVisitor,
however I have a question: I will have in my OSG scene a lot of objects
with/without normal mapping. How can I handle different normal textures using
the same osg::TangentSpaceVisitor?
...
Thank
Ouch bad link:
https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osgPlugins/gles/TangentSpaceVisitor.cpp#L46
this one is the right one!
2017-11-08 9:19 GMT+01:00 Jordi Torres :
> Hi Romulo,
>
> You can use TangentSpaceGenerator to get the values of the T B and N. Here
> you have
Hi Romulo,
You can use TangentSpaceGenerator to get the values of the T B and N. Here
you have a code example:
https://github.com/sketchfab/osg/blob/5d35b2a2d55e92b4c736ea5edcd9eeedf9ea6786/src/osgPlugins/gles/TangentSpaceVisitor.cpp#L46
Cheers.
2017-11-07 21:48 GMT+01:00 Rômulo Cerqueira :
> H
Hi Rômulo,
Hi,
I have used normal mapping using GLSL and OSG for my application (an imaging
sonar simulation) and I got problems by calculating the TBN matrix on shaders.
The normal vectors contain lower resolution on border in comparison with the
center of image.
You cannot get a valid
Hi,
I have used normal mapping using GLSL and OSG for my application (an imaging
sonar simulation) and I got problems by calculating the TBN matrix on shaders.
The normal vectors contain lower resolution on border in comparison with the
center of image.
Follows my vertex code:
Code:
#version
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