[osg-users] Combining Textures

2008-07-21 Thread ka Ming
Hi,
I am trying to combine two or more Textures. I read an OSG File in. After that 
I try to add a new Texture Attribute to my StateSet.
E.g. the first Texture is a RGB Texture in the second one has some Alpha 
values. As result I want to see only the first texture at the texel where 
texture two the alpha value is set to transparent.
Are there any Examples or can someone help me out?
Cheers 
Ming



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Re: [osg-users] Combing Texture

2008-07-21 Thread ka Ming
One Additional Information the only thing I see is that texture one is half 
transparent, but cannot see anything from texture two!!
Why!!



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[osg-users] adding Texture State

2008-07-18 Thread ka Ming
Hi,
I'am trying to add a texture attribute to a existing stateSet. If I try to add 
the attribute with setTextureAttributeAndModes the list size increased but the 
Image I set is null. 
How do I correctly add a texture attribute??
Thanks
Ming



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Re: [osg-users] adding Texture State

2008-07-18 Thread ka Ming
Hi Robert,
I read in a OSG file. After that I want to add new Textures to Objects. One 
object can have more than one Texture. If I cannot add a new Texture.
Here is some Code:

osg::Texture2D* osg_texture = new osg::Texture2D;
osg_texture-setImage(tImg);
std::cerrTexture osg_texture-getTextureHeight()std::endl; //this is 
null!! But the Image File isn't null
stateSet-setTextureAttributeAndModes(myTextureNumber, osg_texture, 
osg::StateAttribute::TEXTURE);

Some Ideas?
Ming 

Hi Ming,

What do you mean by the image I set is null?

If you want examples of how textures are set up have a look at the OSG
examples - just do a search for texture2D.  For instance osggeometry
has a textured quad.

Robert.

On Fri, Jul 18, 2008 at 9:43 AM, ka Ming [EMAIL PROTECTED] wrote:

 Hi,
 I'am trying to add a texture attribute to a existing stateSet. If I try to
 add the attribute with setTextureAttributeAndModes the list size increased
 but the Image I set is null.
 How do I correctly add a texture attribute??
 Thanks
 Ming

 
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Re: [osg-users] osg::Texture and stateSets

2008-07-10 Thread ka Ming
Hi,
I am already looked at the optimizer.
But still I cannot access my Texture ;(.
stateset.getTextureAttributeList() is always null. Why? 
I can call the geode Name. I can call the Geometry - but no Texture!!!

My OSG File:

Geode {
  DataVariance DYNAMIC
  name cube.osg
  nodeMask 0x
  cullingActive TRUE
  num_drawables 6
  Geometry {
DataVariance DYNAMIC
StateSet {
  DataVariance DYNAMIC
  rendering_hint OPAQUE_BIN
  renderBinMode INHERIT
  GL_CULL_FACE OFF
  GL_LIGHTING ON
  textureUnit 0 {
GL_TEXTURE_2D ON
Texture2D {
  DataVariance STATIC
  file images.jpg
  wrap_s CLAMP
  wrap_t CLAMP
  wrap_r CLAMP
  min_filter LINEAR_MIPMAP_LINEAR
  mag_filter LINEAR
  maxAnisotropy 1
  useHardwareMipMapGeneration TRUE
  unRefImageDataAfterApply FALSE
  internalFormatMode USE_IMAGE_DATA_FORMAT
}
  }
}
..

Some Ideas??


冯晨 wrote: 
 
 
 Hi,
I think osgUtil::optimizer::TextureVisitor should solve your problem.:)
Good luck.


 
在2008-07-09 22:53:21,ka Ming [EMAIL PROTECTED] 写道:

Hi,
I got a Probel with osg Files, the File structure looks like:
Group{
Geode{
Geometry{
StateSet{
Texture{
}
}
}
}
Geode{
Geometry{
StateSet{
Texture{
}
}
}
}
}
The problem is if I try to traverse my SceneGraph I get the names of my geodes, 
but if I check the TextureAttributeList
osg::StateSet::TextureAttributeList texAttrList = stateSet- 
getTextureAttributeList();
this list is empty. Why is this List empty, did I forget something? I want to 
access all Textures!!
Thanks
Ming



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[osg-users] osg::Texture and stateSets

2008-07-09 Thread ka Ming
Hi,
I got a Probel with osg Files, the File structure looks like:
Group{
Geode{
Geometry{
StateSet{
Texture{
}
}
}
}
Geode{
Geometry{
StateSet{
Texture{
}
}
}
}
}
The problem is if I try to traverse my SceneGraph I get the names of my geodes, 
but if I check the TextureAttributeList
osg::StateSet::TextureAttributeList texAttrList = stateSet- 
getTextureAttributeList();
this list is empty. Why is this List empty, did I forget something? I want to 
access all Textures!!
Thanks
Ming


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Re: [osg-users] combining Opacity Maps with Effects

2008-05-21 Thread ka Ming
Hi,
again the question, In front of my bump Map i got an opacity map. Bump map 
works. Opacity maps works also. But on the transparent areas in my opacity map, 
I cannot see the Bumpmap instead of that the I the background color is 
displayed. Here is an excerpt of the osg File:

Group {
  nodeMask 0x
  cullingActive TRUE
  num_children 2
  Geode {
UniqueID Geode_0
name MyName
nodeMask 0x
cullingActive TRUE
num_drawables 1
Geometry {
  StateSet {
DataVariance DYNAMIC
  rendering_hint DEFAULT_BIN
  renderBinMode INHERIT
  GL_CULL_FACE ON
  GL_LIGHTING ON
   GL_DEPTH_TEST ON
   GL_BLEND ON
Material {
  name mmaterial
  ColorMode OFF
  ambientColor 0.2 0.2 0.2 1
  diffuseColor 0.8 0.8 0.8 1
  specularColor 0 0 0 1
  emissionColor 0 0 0 1
  shininess 0
}
 textureUnit 0 {
  GL_TEXTURE_2D ON
  Texture2D {
file my OpacityMap
wrap_s REPEAT
wrap_t REPEAT
wrap_r REPEAT
min_filter LINEAR_MIPMAP_NEAREST
mag_filter LINEAR
maxAnisotropy 1
borderColor 0 0 0 0
borderWidth 0
useHardwareMipMapGeneration TRUE
unRefImageDataAfterApply FALSE
internalFormatMode USE_IMAGE_DATA_FORMAT
resizeNonPowerOfTwo TRUE
 }
   }
 }
GEOMETRY DATA
} 
osgFX::BumpMapping {
nodeMask 0x
cullingActive TRUE
num_children 1
Geode {
  UniqueID Geode_1
  name MyBumpMap
  nodeMask 0x
  cullingActive TRUE
  num_drawables 1
  Geometry {
StateSet {
  rendering_hint DEFAULT_BIN
  renderBinMode INHERIT
  Material {
name bmaterial
ColorMode OFF
ambientColor 0.2 0.2 0.2 1
diffuseColor 0.8 0.8 0.8 1
specularColor 0 0 0 1
emissionColor 0 0 0 1
shininess 0
  }
  textureUnit 0 {
GL_TEXTURE_2D OFF
Texture2D {
  file mytextureFile
  wrap_s REPEAT
  wrap_t REPEAT
  wrap_r REPEAT
  min_filter LINEAR_MIPMAP_NEAREST
  mag_filter LINEAR
  maxAnisotropy 1
  borderColor 0 0 0 0
  borderWidth 0
  useHardwareMipMapGeneration TRUE
  unRefImageDataAfterApply FALSE
  internalFormatMode USE_IMAGE_DATA_FORMAT
  resizeNonPowerOfTwo TRUE
}
  }
}
GEOMETRY DATA
}
enabled TRUE
selectedTechnique AUTO_DETECT
lightNumber 0
diffuseUnit 1
normalMapUnit 0
Texture2D {
  UniqueID Texture2D_3
  file textureFile
  wrap_s REPEAT
  wrap_t REPEAT
  wrap_r CLAMP
  min_filter LINEAR_MIPMAP_LINEAR
  mag_filter LINEAR
  maxAnisotropy 8
  borderColor 0 0 0 0
  borderWidth 0
  useHardwareMipMapGeneration TRUE
  unRefImageDataAfterApply FALSE
  internalFormatMode USE_IMAGE_DATA_FORMAT
  resizeNonPowerOfTwo TRUE
}
   Texture2D {
  UniqueID Texture2D_4
  file BumoMaP
  wrap_s REPEAT
  wrap_t REPEAT
  wrap_r CLAMP
  min_filter LINEAR_MIPMAP_LINEAR
  mag_filter LINEAR
  maxAnisotropy 8
  borderColor 0 0 0 0
  borderWidth 0
  useHardwareMipMapGeneration TRUE
  unRefImageDataAfterApply FALSE
  internalFormatMode USE_IMAGE_DATA_FORMAT
  resizeNonPowerOfTwo TRUE
}
  }
}

Any Ideas?? What is wrong???
Thanks 
Ming



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[osg-users] combining Opacity Maps with Effects

2008-05-18 Thread ka Ming
Hallo,
I got a Problem with a BumpMap und a OpacityMap. In my SceneGraph there two 
Nodes. A BumpMapping Node, this already works fine. But in Front of this Node 
is an additional Node, which should be an Opacity Map. Can I combine the 
Opacity Map with the behind Node?
The problem is that i'm needed two Texture for a Opacity Map, right? And I 
cannot access the Bump Map Nodes as one Texture to combine this with my Opacity 
Map, right?
Thanks for some help!!
Ming



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[osg-users] osgFx Effects

2008-04-29 Thread ka Ming
Hallo,
I have problem to get the effects of my Objects. I read in a 3ds File. I know, 
that in this file bumpmapping is used. Now I want to traverse my scenegraph and 
wanted to know which object have a bumpmap (or another effect). 
How can I implement that? 
I trying to cast the Group or Node to an Effect, but this won't work. Any 
suggestions!!
Regards



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