At rendering time every polygon attribute must correspond to the
polygon, so (I guess that) if a vertex of your mesh have two normal (or
two color) the loader have to split in the vertexes in two.
Try to load a mesh with only smooth edges and the vertexes count should
be correct, than try to load a Cube, and if I'm right it should have 24
vertexes.
At save time the vertexes can be grouped again.
Morné Pistorius ha scritto:
Hi guys,
I see a strange problem when I load OBJ files. I use
osg::readfilenode() to load an .obj with a known number of vertices,
and then inspect the resulting node to see how many vertices was
loaded, like so:
//debug
osg::Node* node = osgDB::readNodeFile(
C:/Data/Meshes/Hand3DIS/Hand3.obj );
osg::Geode* g = dynamic_cast osg::Geode* (
node-asGroup()-getChild(0) );
osg::Geometry * gm = g-getDrawable(0)-asGeometry();
osg::Vec3Array * v = (osg::Vec3Array*) gm-getVertexArray();
std::cout verts: v-size() std::endl;
I know my model has 7570 vertices (I inspected the contents of the
file, and this is also reported by other obj loaders I tried). but
when osg loads this file, it reports 'verts: 8369' in the code above.
I need a one to one mapping between osg's vertices and the ones
specified in the obj file. Does osg somehow try to automatically
optimise the geometry when it is loaded, i.e create triangle strips, etc.
Funny thing though, when I subsequently save the node to .obj using
osg, it saves it with the correct no of vertices.
Any ideas?
Thanks,
Morne
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