Re: Detail texture

New Message Reply Date view Thread view Subject view Author view

Jim Helman (jimh++at++surreal)
Tue, 17 Jan 95 15:52:13 -0800


Since Performer pairs base and detail textures by having
the detail texture as an attribute of the base texture
(rather than as peers), there is no clean database
mechanism. Callbacks are required.

Calling pfTexDetail(pfbase, pfdetail) in a node draw
callback should work, i.e. cause a new detail texbind
without any additional texdef. Alternately, you could just
do a texbind(TX_TEXTURE_DETAIL, pfGetGLHandle(pfdetail));
However, with detail textures mandated to be 256x256, you'll
use up a lot of texture memory.

rgds,

-jim helman

jimh++at++surreal.asd.sgi.com
415/390-1151


New Message Reply Date view Thread view Subject view Author view

This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:50:52 PDT

This message has been cleansed for anti-spam protection. Replace '++at++' in any mail addresses with the '@' symbol.