Re: [osg-users] RE : Re: RE : multitexturing coordinates

2008-07-10 Thread Jean-Sébastien Guay

Hello Franclin,

But for shape drawable, geometry information is hidden to clients (and 
I don't know why but I suspect performance issues) that is why you need 
to use shaders for them.


Well actually the Shape / ShapeDrawable classes were originally designed 
as simple debugging tools, so little thought was put into their design. 
They're just implemented as simple display lists with little 
customization possible, and no access to the internals. If you want to 
do any serious geometry with any acceptable level of control, you'll 
want to use osg::Geometry and define the vertices yourself.


One side of the coin:
---
I had suggested to Robert that I could reimplement the Shape / 
ShapeDrawable classes using an underlying osg::Geometry, so that they 
would behave as they do now but offer more control if needed (probably 
as it should have been done right from the beginning). He was open to 
this, but I haven't had time to do it yet.


The other side of the coin:
-
Do you know how easy it is to download Blender, create a sphere, save it 
and load it up with OSG? And when you do, it will be a full-fledged 
osg::Geometry and you will have total control over it. If you use the 
osg exporter for Blender you can even edit the .osg file and make sure 
it's structured exactly how you want it.


I generally favor using data for everything (as much as possible / 
reasonable) as opposed to hard-coding things, since later it's much 
easier to replace the sphere model by something else if it's a model 
file than if I have to open the project, find the relevant code, change 
it, compile it, test it...


This is just my opinion though, and the Shape / ShapeDrawable classes 
still have uses, which is why I still want to do what I mentioned above, 
someday. :-)


Hope this clears things up.

J-S
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Re: [osg-users] RE : Re: RE : multitexturing coordinates

2008-07-10 Thread Peter Wraae Marino
Hi Franclin,

yes shaders is better.. . but I wanted to solve this using old
multitexturing method. I have succesfully done this and it works
just fine on my quad (which of course if from the geometry class).

doing it using a shader is not a problem (actually easier for me).. but like
I said I purposely wanted to use the above method without
shaders.

regards,
Peter

On Fri, Jul 11, 2008 at 12:00 AM, Franclin Foping [EMAIL PROTECTED] wrote:

 Hi Peter,
  You can achieve a multitexture effect quite easily again look at my
 tutorials. The problem is all about defining the geometry of objects
 yourself and in order to do this you will need to rely on the geometry
 class.
  But for shape drawable, geometry information is hidden to clients (and I
 don't know why but I suspect performance issues) that is why you need to use
 shaders for them. Because by making use of shaders you are actually changing
 the graphics pipeline.
 Talk to you soon.
  F.

 *Jason Daly [EMAIL PROTECTED]* a écrit :

 Peter Wraae Marino wrote:
  Hi Franclin,
 
  Yea doing it using a shader is easier and more flexible, but is there
  a reason why we don't get access to do multitexture coordinates?
 
  Jasons suggestion: osg::Geometry::setTexCoordArray() is not for
  multitexture coordinates, so I can't really use that.

 I use it for multitexture coordinates all of the time. Why would you
 think it doesn't work?

 --J

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