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/
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