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Texture Coordinate Generation (TexGen) using Shader
Hi, we are receiving particular result with fixed functionality but finding difficult to get that using shader. We have to use the shader to go beyond the fixed functionality.
We have to mimic viz.TEXGEN_PROJECT_EYE in our shader to use nearby Texture Coordinates. First the successful implementation of what we are getting using fixed functionality: Code:
import viz import vizact viz.go() #Add Piazza piazza = viz.addChild('piazza.osgb') #Add, Position & Scale TexQuad quad = viz.addTexQuad() quad.setPosition(0,2,6) quad.setScale(2,2) #Render Node & Render Texture RT = viz.addRenderTexture() RT.wrap(viz.WRAP_T, viz.REPEAT) RT.wrap(viz.WRAP_S, viz.REPEAT) RN = viz.addRenderNode() RN.attachTexture(RT) #Apply Rendered Texture to quad quad.texture(RT) #Get the Invisible Effect from generating the Texture Coordanates quad.texGen(viz.TEXGEN_PROJECT_EYE) #Spin the quad to see invisible effect spin = vizact.spin(1,1,1,10) quad.addAction(spin) We have written a shader instead of TexGen. Check the code below: Code:
import viz import vizact viz.go() #Add Piazza piazza = viz.addChild('piazza.osgb') #Add, Position & Scale TexQuad quad = viz.addTexQuad() quad.setPosition(0,2,6) quad.setScale(2,2) #Render Node & Render Texture RT = viz.addRenderTexture() RT.wrap(viz.WRAP_T, viz.REPEAT) RT.wrap(viz.WRAP_S, viz.REPEAT) RN = viz.addRenderNode() RN.attachTexture(RT) #Apply Rendered Texture to quad quad.texture(RT) #Shader vertCode = """ void main() { gl_Position = ftransform(); vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; gl_TexCoord[0].s = dot(ecPosition,gl_EyePlaneS[0]); gl_TexCoord[0].t = dot(ecPosition,gl_EyePlaneT[0]); gl_TexCoord[0].p = dot(ecPosition,gl_EyePlaneR[0]); gl_TexCoord[0].q = dot(ecPosition,gl_EyePlaneQ[0]); } """ fragCode = """ uniform sampler2D tex; void main() { gl_FragColor = texture2D(tex,gl_TexCoord[0].st); } """ shader = viz.addShader(vert = vertCode, frag = fragCode) quad.apply(shader) quad.apply(viz.addUniformInt('tex',0)) #Spin the quad to see invisible effect spin = vizact.spin(1,1,1,10) quad.addAction(spin) Please help us. If any efficient alternate way then please suggest. Thanks! |
#2
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Urgent help required
Please help me to mimic viz.TEXGEN_PROJECT_EYE using shader
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texgen, texture coordinates |
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