Hi Franclin,
The references to the vertices that osg::TriangleFunctor returns point to the
real data of the geometry, so if you subtract their pointers to the first
vertex pointer of the geometry, you'll get the index to that vertex and you
will be able to get its normal and UV coordinates:
Dear All,
Is there any algorithm in OSG to compute normals and texture coordinates of
each vertex of a loaded model?
With the osg::TriangleFunctor and osg::TriangleIndexFunctor, I can perfectly
find out all triangles making up of a given node. However, the (big) issue is
to be able to find
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