Re: [osg-users] Shader aliasing

2009-03-18 Thread Guy
Hi Andres, If there are different geometries you could use uniforms else you could use attributes to set the class id. If you plan to use different map textures on the same geometry (the more general solution) than use Robert's advice :-) Can you describe what are distx and disty? You

Re: [osg-users] Shader aliasing

2009-03-18 Thread Robert Osfield
Hi Anders, For terrain type indexing I'd actually suggest switching off filtering completely as any form of interoplation between values will result on in the wrong type of interpretation. Personally I'd avoid using indexing approach completely. Could you instead go for encoding the denisity of

[osg-users] Shader aliasing

2009-03-18 Thread Wallerman Anders
Hi all, We are drawing textured terrain tiles, and want to write a shader that uses different code paths for different types of terrain. Water surfaces, for instance, are to be drawn differently than forested surfaces. To do this we have a texture with different discrete values for different cl