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multitex fragment shader issue for different sized textures
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Hi,
I am trying to blend an algae texture to a sea floor texture. The algae texture file is a 512x512 jpg image. I am retrieving the other texture from our ocean osgb model. This texture is a 1024x1024 baked into the model. I have tried four ways (see below), but unfortunately, none works! All are shaders, except for the first. 1. Using texblend - this gives some kind of blending, but it is non-uniform and not upto our expectations. 2. Using the texBlendFP.frag shader - the first texture do not show up at all. 3. Using the custom blend shader from \examples\shader\tutorial_multiTexture.py - the first texture do not show up at all. 4. Using the code from multiTexture.py (Tutorial: Multi-texturing) - strangely, same result as in option 1 above! I have attached the py file in txt format here. Any suggestions on how to get this to work? Thank you! |
It will be best if you can post example Vizard code that reproduces the issue and can be run directly.
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Code:
import viz I couldn't find a Vizard resource to recreate this issue, so here is a link to download a zip of my shortest test py file with the terrain osgb and the algae jpg that I am trying to blend - https://stanford.box.com/s/5myna254j...5mkbkfmzdjug28. |
Jeff, just letting you know that I was able to solve the problem, with the help of Jorge, a Worldviz 3D artist. The baked texture in the terrain was a blend of two textures and a masked texture. I think he used the "render to texture" feature in 3DS max to export all of it to a single texture, which I used instead of retrieving the texture1 from the terrain at runtime. Then I blended it using the algae texture in the unit 1 of multitexturing.
Thank you. |
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