#1
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Standard Texture setup
How do you apply a standard texture setup (diffuse, normal, specular) to a model in vizard? I know GLSL so I could write a shader (although the vizard documentation is unclear on a lot of things, e.g. how is the uv attribute/varying called? Or is it using the old gl_TexCoord?)
but I'm sure this is already integrated. Can I get a code example? I played around with vizfx.addMaterialEffect (which also isn't documented) but vizard would normally just use the diffuse texture and ignore the rest. Thanks in advance. |
#2
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I'll check with a developer and get back to you.
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#3
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I think I got this to work:
Code:
import viz import vizcam import vizshape import vizfx from vizfx.effect.material import BaseMaterial, Diffuse, Specular, Bump viz.setMultiSample(8) viz.fov(60) viz.go() viz.MainView.getHeadLight().remove() pivot_nav = vizcam.PivotNavigate() pivot_nav.rotateUp(60) pivot_nav.setDistance(1) viz.cam.setHandler(pivot_nav) light1 = vizfx.addDirectionalLight(euler = (45, 45, 0)) vizfx.setAmbientColor([0, 0, 0]) box = vizfx.addChild('basketball.osgb') diffuse_map = viz.addTexture("pattern_66_diffuse.png") diffuse_map.wrap(viz.WRAP_T, viz.REPEAT) diffuse_map.wrap(viz.WRAP_S, viz.REPEAT) normal_map = viz.addTexture("pattern_66_normal.png") normal_map.wrap(viz.WRAP_T, viz.REPEAT) normal_map.wrap(viz.WRAP_S, viz.REPEAT) specular_map = viz.addTexture("pattern_66_specular.png") specular_map.wrap(viz.WRAP_T, viz.REPEAT) specular_map.wrap(viz.WRAP_S, viz.REPEAT) material = vizfx.addMaterialEffect( Diffuse(diffuse_map, 0), Bump(normal_map, 1), Specular(specular_map, 2) ) box.apply(material) I would still like to know if this is the intended way to do it |
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