Hi Raqin,

To enable/disabe modes in OSG you use:

   stateset->setMode(GLenum, osg::StateAttribute::ON/OFF);

In you case you probably want to disable back face culling.

  stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);

Robert.

2009/3/18 Ruqin Zhang <ruzh...@gmail.com>

> 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.
>>>>
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>>>>
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>>>>
>>>
>>>
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