No one has a clue ?
I've been trying to solve this problem for a while now and I can't figure out a
way to display my vertices properly.
Thanks anyway !
Cheers,
Bob
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Hi guys,
First of all, thank you for the answers. Unfortunately, I couldn't solve my
problem. I already tried the first solution that consisted in giving different
render bin to the axis and the sphere, but then I either have the sphere always
on top of the axis, or the axis always on top of
Hi guys,
I've been implementing my own dragger (from scratch, I didn't use the osg
draggers for specific reasons) and I have some problem with the render order.
Basically my dragger is composed of four sub-draggers :
- 3 axis dragger (each one composed of a line and a cone)
- 1 sphere dragger
Hi,
You original asked for vertices... now you want triangles... is that
because you now know how to get the vertices, or is it that you now
know what you want more precisely??
I knew how to get the vertex array, but the problem is that I don't know how to
get the vertices for each
Hi,
Another alternative to looking at the low level primitives is to use a
functor like the TriangleIndexFunctor or TriangleFunctor. Have a
search through the OSG code base to see places where this used.
Exactly what I was searching for.
Thanks a lot !!!
Cheers,
Bob
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Hi,
The idea is simple, I have a class named Surface that handles polygons (each
instance handles one polygon). Basically, when a surface has more than 3
vertices, I tessellate it to be sure that it will be properly rendered. My
problem is that I now need to separate the different polygons
Really no one has a clue about how to do it ?
I tried to look at the getPrimList and the getContours functions of the
tessallator but it seems the array are the same as before the tesselation. I
also tried to look at the PrimitiveSetList of my geometry but I can only find
one after the
Hi,
Sorry, my bad.
Basically, I want to triangulate polygons. I have polygon with more than 3
vertices and I want to retrieve the sub-polygons (simple triangles) using the
osg tesselation tool.
Here is some code. In my surface class, after creating my geometry, I
tessellate it if it has more
Hi,
For my whole project I followed the advise in the start up guide and used only
ref_ptr (even when it's not necessary). And now I have some problem with the
getParents function of the class Node.
I need to get the list of parents of a node and I use ref_ptr. The problem is
that the
Thanks a lot,
just what I needed.
See ya,
Bob
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Thank you for the answers.
I tried many different things with the depth test with different values for the
far and near planes and different test function (LESS, LEQUAL, ...) but I
couldn't get it to work. I finally decided to use the polygonOffset for the
filled polygon and now at least I
Hi,
First of all, thank you for your answer. I took a look at osgscribe and I tried
to do the same thing, but it doesn't really work. I tried many things but this
is my last attempt:
Code:
geode = new osg::Geode;
geometry = new osg::Geometry;
osg::ref_ptrosg::Vec3Array v = new
Hi,
I started to work with OSG last week and I have some issues. For my project, I
need to navigate in a scene and select three types of objects : points, lines
and surfaces. I created 3 class : surface, point and line with this kind of
tree:
Surface
/\
Line
I finally figured out what was the problem with the camera. It was just that I
had really large coordinates (for example : 510, 510, 100). So I
finally subtsracted an offset (510, 510, 0) to all my points and the
manipulator now works just fine.
It also solved part of the
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