hello everyone!
i have some little problem understanding the use of colors in opensg, so
i'll put u several stupid questions, just to get compfy with this stuff...
I want to assign color values per vertex, so i retrive the meshes
informations from the scene graph. Then i
triangleiterate throug the meshes and vertex navigate throug the single
trinagles...
my code looks like:
for every mesh
for every triangle
for every vertex
{
getvertexinfo (position and normal)
calculate_color(color_per_vertex)
push_back_color(color_per_vertex)
}
and then befeore any rendering take place:
for every mesh
mesh->set_color(color_per_vertex)
but it doesn't work. Now i am thinking that i am wrong parsing the whole
stuff: i put in the set_color function an explicit color array, with an
entry for every indexed vertex... now maybe i should simply calculate one
color for any NON-indexed vertex...
in numbers: if i had a stupid cube with 8 vertices i'd have 36 indices (6
faces => 12 triangles, 3 vertices per triangle). Now during the color
assigning, how many colors will i have to pass? 8, one for every vertex, or
36, one for every INDEXED-vertex????
I am confused....
next some pratical questions: how can i know how many triangles and vertices
are there intoa geoNode?? is there a geoptr->getTriangleNumber() -
geoptr->getVertexNumber() method???
If i have to pass a color just for the single color (8 colors for the cube)
i'd need to know how many vertices i have to create the right amount of
space in my geoColors3f array....
how can i index my color array in the right way? AKA same index for vertex
array and color array?
thx guys !!
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