Yes, the openGL code enabled the back face culling. I think I didn't do this
in osg, my bad. Where should I look for back face culling in osg?
Something in example? Thanks!

Ruqin

2009/3/18 Robert Osfield <robert.osfi...@gmail.com>

> Hi Ruqin,
>
> I'm not going to review your code as it's pointless, it's not seeing the
> wood from the trees.  Answer the question I asked, is it back face culling
> that you are talking about??  In your OpenGL app did you enable/disable back
> face culling?
>
> Robert.
>
>
> 2009/3/18 Ruqin Zhang <ruzh...@gmail.com>
>
>> Sorry about the confusion. Here is the openGL code that works:
>>
>>                     *triangle t;*
>> *                    const float* pFltArrayN = t.getNormal();*
>> *                    const float* pFltArray1 = t.getVert1();*
>> *                    const float* pFltArray2 = t.getVert2();*
>> *                    const float* pFltArray3 = t.getVert3();*
>>
>> *                    glNormal3fv(pFltArrayN);*
>> *                    glVertex3fv(pFltArray1);*
>> *                    glVertex3fv(pFltArray2);*
>> *                    glVertex3fv(pFltArray3);*
>> *        *
>> *                    a[0] = -pFltArrayN[0];*
>> *                    a[1] = -pFltArrayN[1];*
>> *                    a[2] = -pFltArrayN[2];*
>> *                    glNormal3fv(a);*
>> *                    glVertex3fv(pFltArray3);*
>> *                    glVertex3fv(pFltArray2);*
>> *                    glVertex3fv(pFltArray1);*
>>
>> I tried to do the same thing in osg, here is my code:
>>
>> *osg::ref_ptr<osg::Material> material = new osg::Material();
>>
>> material->setEmission(osg::Material::FRONT_AND_BACK,osg::Vec4f(0.00f,0.00f,0.00f,0.00f));
>> osg::ref_ptr<osg::PolygonMode> polymode = new osg::PolygonMode();
>>
>> polymode->setMode(osg::PolygonMode::FRONT_AND_BACK,osg::PolygonMode::FILL);
>> osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet();
>>
>> stateset->setAttributeAndModes(material.get(),osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
>>
>> stateset->setAttributeAndModes(polymode.get(),osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
>>
>> stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
>>
>> stateset->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
>> *
>>
>> *for(int j = 0; j < mesh->getNumTriangles(); j ++)*
>> *{*
>> *        osg::DrawElementsUInt* frontTriElement = new
>> osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES,0);*
>> *        frontTriElement->push_back(mesh->getTri(j).getVert1Index());*
>> *        frontTriElement->push_back(mesh->getTri(j).getVert2Index());*
>> *        frontTriElement->push_back(mesh->getTri(j).getVert3Index());*
>> *        meshGeometry->addPrimitiveSet(frontTriElement);*
>> *        osg::Vec3f normalVec(mesh->getTri(j).getNormalVec3().x,
>> mesh->getTri(j).getNormalVec3().y,*
>> *
>> mesh->getTri(j).getNormalVec3().z);*
>> *        normalArray->push_back(normalVec);*
>>
>> *        osg::DrawElementsUInt* backTriElement = new
>> osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES,0);*
>> *        backTriElement->push_back(mesh->getTri(j).getVert3Index());*
>> *        backTriElement->push_back(mesh->getTri(j).getVert2Index());*
>> *        backTriElement->push_back(mesh->getTri(j).getVert1Index());*
>> *        meshGeometry->addPrimitiveSet(backTriElement);*
>> *        normalArray->push_back(-normalVec);*
>> *}*
>> *meshGeometry->setStateSet(stateset.get());*
>> *meshGeometry->setVertexArray(vertexArray.get());*
>> *meshGeometry->setNormalArray(normalArray.get());*
>> *meshGeometry->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);*
>>
>> While seems this doesn't work. Any problem or mistake? Thanks a lot!
>>
>> Ruqin
>>
>>
>> 2009/3/18 Robert Osfield <robert.osfi...@gmail.com>
>>
>>> Hi Ruqin,
>>>
>>>
>>> 2009/3/18 Ruqin Zhang <ruzh...@gmail.com>
>>>
>>>> Thanks Robert. Alright, here is the deal. I'm trying to draw a 3D
>>>> triangular mesh with osg. For some mesh, the calculated normal points
>>>> to the inside. So, I want to draw both the front and back faces, which
>>>> have opposite normals. Then you can render the mesh visible.
>>>> Is there an example of this? Thanks!
>>>>
>>>
>>> Are you talking about two face lighting of back face culling here??
>>> Originally your email sounded like you were talking about lighting at back
>>> face culling has nothing to do with normals, but this new emails sounds like
>>> you might be refering to back face culling...
>>>
>>> Robert.
>>>
>>> _______________________________________________
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
>>
>>
>> _______________________________________________
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to