Achim Wrobel - 2016-04-11

Hi,
I try to develop a 3d scene application, in which all objects should be textured be images exmitted from certain positions. I have spent many hours in examining the glscene's sample projects and did a lot of own developments on this.
There are two different component sets for projecting textures. A GLProjectedTextures+GLTextureEmitter and GLSLProjectedtextures+GLSLTextureEmitter.
Both component sets will fail partly when being used in my scenario.
The non-SL components can handle several textures, but produce reverse projections. The SL componentes, using shaders codes, can prevent reverse projections (by a simple property) but can handle only one texture.
Another thing is, that objects that receive projected textures are generally textured on all sides, independantly from the direction of the "projector's light". This has nothing to do with the textureWrapMode, this is already set to twClampToBorder. The object behaves similiar to glass.
I would really appreciate some help. I would like to spend my time in to solving the intended problems, not into the limitation of the libraries - if possible.
Maybe one solution could be, to write some shader code (similiar to the GLSL components) and to apply this to the materials listed in the material library, which can be bound to a shader. But writing shader code requires a lot of special knowledge which I do not have.

BTW: its a pity that such a valuable and powerfull library has such a small community and so little documentation. There is no complete reference for all components on the net...?

The GLSLProjectedTexture demo does not work under XE3, but perfectly under Delphi7. I will post this on the bug report forum...

Thanks in advance,
Achim

 

Last edit: Achim Wrobel 2016-04-11