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| | DtOsgTexturizer (DtDe &de) |
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| virtual void | drapeTexture (osg::Node *node, const std::string &definition, int textureunit=0) |
| | Project a texture over the terrain, scaled to the model The projection is isometric down the Z axis so maps nicely to terrain that is nearly an XY plane. More...
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| virtual void | drapeTexture (osg::Node *node, const std::string &definition, const std::vector< double > &scale, const std::vector< double > &offset, osg::TexEnv::Mode blendmode=osg::TexEnv::MODULATE, osg::Texture::WrapMode wrapMode=osg::Texture::REPEAT, int textureunit=0) |
| | Project a texture over the terrain, scaled to the model The projection is isometric down the Z axis so maps nicely to terrain that is nearly an XY plane. More...
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| virtual void | colorizeByElevation (osg::Node *node, const std::string &definition, int textureunit=0) |
| | Colorize a terrain using a specified gradient When scale and offset are 0.0, the gradient is stretched to match the terrain such that 0 in terrain-local coordinates represents the midpoint of the gradient. More...
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| virtual void | drawContours (osg::Node *node, const std::string &definition, int textureunit=0) |
| | Project a repeating contour texture over the terrain The projection is isometric down the Z axis. More...
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| virtual void | enableAutoTexturing (osg::Node *node) |
| | Recursively exempt anything under node that should not be texturized. More...
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| virtual void | blankMaterial (osg::Node *node, int minunit=0, int maxunit=3) |
| | Replace current material with a blank white material suitable for texturing. More...
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| virtual void | defaultDrapeParameters (osg::Node *node, const std::string &definition, double &xScale, double &yScale, double &xOffset, double &yOffset, osg::Texture::WrapMode &wrapMode, osg::TexEnv::Mode &blendMode) |
| | The scale and offset to entirely cover the terrain. More...
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| virtual void | reset (osg::Node *node, int minunit=0, int maxunit=3) |
| | Resets matrices. More...
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| virtual void | resetUnit (osg::Node *node, int unit) |
| | Resets texture unit. More...
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| osg::Image * | createGradientImageRGBA (const std::string &def, int resolution=256) |
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| virtual void | graphBoundingBox (const osg::Node *node, osg::BoundingBox &bbox) const |
| | Change bbox to fit node and every child of node. More...
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| virtual void | project2dTexture (osg::Node *node, const std::string &texdef, const osg::Matrix &mat, osg::Texture::WrapMode wrapmode, osg::TexEnv::Mode blendmode, unsigned int texunit) |
| | Project texture texdef onto node using generated coordinates, using texture matrix mat. More...
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virtual
osgDB::ReaderWriter::Options * | setupTerrainReadImageOptions () |
| | Turn off cache acceleration for texturizer images since they get alpha inserted (need no compression, no mip map) More...
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| virtual void | project1dTexture (osg::Node *node, const std::string &texdef, const osg::Matrix &mat, osg::Texture::WrapMode wrapmode, osg::TexEnv::Mode blendmode, unsigned int texunit) |
| | Project texture texdef onto node using generated coordinates, using texture matrix mat. More...
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| virtual void | rescaleTexture (osg::Node *node, const osg::Matrix &mat, osg::TexEnv::Mode blendmode, unsigned int texunit) |
| | rescale texture on node using generated coordinates and texture matrix mat More...
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| virtual bool | isNameTextureExempt (const std::string &name) const |
| | Returns true if name describes something that should not be texturized (trees, etc.) More...
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| virtual osg::Image * | convertImageToRGBA (osg::Image *img) |
| | Converts a RGB image to an RGBA image. Frees image that is passed in. More...
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OpenSceneGraph implementation of terrain texturing.
| virtual void makVrv::DtOsgTexturizer::enableAutoTexturing |
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osg::Node * |
node | ) |
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virtual |
Recursively exempt anything under node that should not be texturized.
This should be done once before using any of the automatic texturing functions (drapeTexture, colorizeByElevation, etc.) and will prevent texturing on detectable non-terrain elements. Calling this more than once is harmless, but it can be time-consuming for large terrain.