hi georg > As I understand the index/vertex data is not a mere Basis for triangles. > Unfortunately I have an application that only deals with triangle mesh > data. How would I make sure, that a geometry consists of triangle mesh data > only? Can I call a function that breaks up poly and quad data into > triangles?
take a look at the triangle iterator, it does an implicit triangulation of a geometry object: http://www.opensg.org/doc-1.6.0/PageSystemGeometry.html#PageSystemTriangleIterator cheers, simon > > Thank you very much in Advance, Georg. > > > Hello Georg, > > Wünsch wrote: > > Hi Everybody, > > I am trying to extraxt vertices and indices > > from a Geometry into an Array and just cant > > get the clue, please somebody help me out, > > I guess its pretty simple: > > > > NodePtr node; > > NodeCorePtr core = node->getCore(); > > > > string type(core->getTypeName()); > > if (type == "Geometry") { // BTW: can I do this faster? > > > > GeometryPtr geo = GeometryPtr::dcast(core); > > the faster way to do this: > > NodePtr node; > GeometryPtr geo = GeometryPtr::dcast(node->getCore()); > > if(geo != NullFC) > // ... > > > // and now I am lost. > > // where I want to get to is something like this: > > > > int num_vertices; > > float* vertices[]; > > geo->getVertices(num_vertices, vertices); > > GeoPositionsPtr verts = geo->getPositions(); > > verts->getSize(); // returns number of vertices > verts->getValue(index); // returns vertex index as Pnt3f (independent > from the actual type stored) > > // for efficient access > GeoPositions3fPtr verts3f = GeoPositions3fPtr::dcast(verts); > GeoPositions3f::StoredFieldType &vertField = verts3f->getField(); > > vertField->size(); // returns number of vertices > vertField[index]; // returns vertex index as Pnt3f > > > int num_indices; > > int* indices[]; > > geo->getIndices(num_indices, indices); > > this is similar as above, just replace "Positions" with "Indices". > > > How can I copy the > > vertex and index data from the Geometry > > into the two arrays? I guess something > > similar should happen when the opengl > > content is actually being drawn. But I > > cant find it. please help me. > > More information on this can be found in the tutorial, which also > explains the different indexing methods. The tutorial can be found here: > <http://opensg.vrsource.org/trac/wiki/Tutorial>, the page on geometry is > here: <http://opensg.vrsource.org/trac/wiki/Tutorial/OpenSG1/Geometry> > > Hope it helps, > Carsten > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2008. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > _______________________________________________ > Opensg-users mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/opensg-users ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
