On Fri, 2007-21-09 at 20:21 +0100, Robert Osfield wrote: > Hi Sylvain, > > osgSim::SphereSegment is very specialist class that has been designed > not to be used with texturing, and its complex shape preclude any easy > tex coord mapping for them > > Is there a reason why you aren't just rolling your own osg::Geometry?
Hi Robert, list, complex shape indeed, after having "rolled my own" geometry with TRIANGLES, I have one vertex array for a sphere segment. I seem to be getting the same results. I still can see the movie's shades playing and I can pause and start the movie. But my guess now is that I would be to assign a texture coordinate to each vertex. Am I right? Is there anything special with such a shape that i should be taking into consideration when Applying texture coordinates? Also, you recently added support for intensityMap and fixed naming of --panoramic-sd and --3d-sd command line arguments in osgViewer/View.cpp This brought my attention to createParoramicSphericalDisplayDistortionMesh(const osg::Vec3& origin, const osg::Vec3& widthVector, const osg::Vec3& heightVector, double sphere_radius, double collar_radius) That actually sounds very much like what I need. Does this mean I could set up a spherical distortion in my viewer instead of trying to do it inside my scene? Thank you, Sylvain thanks, Sylvain _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

