Hi Carsten,
We managed to tile our textures using the code you supplied. Thanks alot for
another quick response.
Frederik
On 29/12/06, Carsten Neumann <[EMAIL PROTECTED]> wrote:
Hi Frederik,
Frederik Didden wrote:
> Hi again,
>
> Do you mind putting us in the right direction concerning setting the
> texture
> coordinates?
oh, sorry for not mentioning this (BTW for a better overview of these
things there is a tutorial here:
http://www.opensg.org/doc-1.6.0/TutorialIntroduction.html - the "Related
Pages" link at the top leads to a chapter overview)
The following is untested, but hopefully gets you started, otherwise
please ask if something is unclear/not working.
// your geometry
GeometryPtr geo;
// get the texture coordinates property, the
// dcast will only succeed if you are actually using
// Vec2f texture coordinates
GeoTexCoords2fPtr texCoords =
GeoTexCoords2fPtr::dcast(geo->getTexCoords());
if(texCoords == NullFC)
{
std::cerr << "error";
return;
}
// change texture coordinates (for a single quad)
// will repeat the texture twice in s
// direction once in t direction
beginEditCP(texCoords, GeoTexCoords2f::GeoPropDataFieldMask);
texCoords->setValue(Vec2f(0.0, 0.0), 0));
texCoords->setValue(Vec2f(2.0, 0.0), 1));
texCoords->setValue(Vec2f(2.0, 1.0), 2));
texCoords->setValue(Vec2f(0.0, 1.0), 3));
endEditCP(texCoords, GeoTexCoords2f::GeoPropDataFieldMask);
Hope it helps,
Carsten
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