Hi Aitor, Can't you use the a modelling tool yourself and fix the model?
Robert. On Thu, Oct 16, 2008 at 4:59 PM, Aitor Arrieta <[EMAIL PROTECTED]> wrote: > Hi J-S and Paul > > Thanks a lot for your reply. I would like to be able to have a correct model > from the beginning but unfortunately I must use a given obj file... > > So I don't have any option but trying to solve my problem by code. I have > been doing some tests today and at this moment I'm able to separate the two > geometries applying different textures for each of them and sharing the same > vertex array but with different primitive sets. I'm still having some > problems with the vertices near the neck but I think that I know how to > solve them. Let's wait until tomorrow... > > I'm also having some strange problems with the light or something like that > because I only see the textures from the back of the human figure. If I see > the figure from the front everything is black... It's strange because when I > had only a single geometry everything was ok and I have not set anything > about lights after that... Maybe it could be a problem with the normals but > if I remove the normal array from the geometries the problem is still there. > Do you know what could be happenning? > > Thank you very much for your help. > > Regards, > > Aitor > > > > > ----- Mensaje original ---- > De: Jean-Sébastien Guay <[EMAIL PROTECTED]> > Para: OpenSceneGraph Users <[email protected]> > Enviado: miércoles, 15 de octubre, 2008 16:29:59 > Asunto: Re: [osg-users] Sharing Vertex Arrays between Geometry Nodes > > Hi Aitor, > >> I can't use your code because I don't create new geometries. Instead of >> this, I get an osg::geode from an obj file. At this moment, I can only >> get a single geometry from the geode and apply a single texture to it. >> But this is not what I want. >> >> The obj file represents a human figure, and I would like to separate the >> head from the body because they have different textures. I know which >> vertices are from the head and which ones for the body so this won't be >> a problem in this case. The problem is that they must share the same >> vertex array, which is used to do some morph tasks. My question is, how >> can I create two different geometries starting from the same geode and >> sharing the same vertex array? Is this possible or not? > > Your life would be simpler if you could get a correct model as soon as > you load it, instead of trying to massage it (and how you massage it > might change from one model to the next). > > However, yes, what you ask is possible. You can traverse your model to > the Geode which contains the Geometry, then create new Geometry objects, > attach them to the Geode, and remove the original one. The new Geometry > objects can reference the original one's vertex arrays, and then when > you remove the original one from the Geode the vertex arrays won't be > deleted because other Geometry objects reference them. > > Then on your new Geometry object(s), you can do what you want. So you > could add primitive sets for the correct vertices to be used, you could > add texture coordinate arrays (or reuse those from the original Geometry > object), etc. > > As I said, it's a lot of trouble. If you can get a valid model right > away, your life will be easier. It's not the kind of thing that's best > done in code... Modeling tools are specialized in manipulating these > kinds of things... > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay [EMAIL PROTECTED] > http://www.cm-labs..com/ > http://whitestar02.webhop.org/ > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

