[osg-users] render quad texture to arbitrary quadrilateral
OpenSceneGraph Users
osg-users at lists.openscenegraph.org
Wed Oct 28 04:57:23 PDT 2020
Hello Tom!
Looks like there was an issue in uploading the screenshot?
Could you post a minimal/complete/reproducible example of the code that you
use? Maybe someone will be able to spot the issue just by looking at the
code.
-- Vaillancourt
On Tuesday, 27 October 2020 18:58:06 UTC-4, Tom Pollok wrote:
>
> Hello,
>
> im trying to render a texture to an quadrilateral. The quadrilateral is
> the calculated by the intersection view frustum with aplane. So the image
> basically a perspective projection of the original image.
>
>
> Unfortunately the texture coordinates are not interpolated correctly such
> that the triangles look wrong.
>
> I know that is is a very basic computer graphics problem. But i have some
> trouble solving it.
> Does anyone have solved this problem already for arbitrary quadrilaterals?
> My guess would be using fragment shaders, but im not experienced in with
> GLSL. Another option is transforming the texture using a homography and
> then rendering a quad, but it feels like this the brute force solution.
>
> Id be very thankful if somebody could help me. Ideally of somebody knows
> where this problem has been solved already with openscenegraph.
>
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