This would be a simplified (although not useful) example of the data:

Primary_vertex[0] = { 1.0, 1.0, 1.0 };

Secondary_vertex[0] = 0; // Index into primary_vertex list
Secondary_vertex[1] = 0; // Index into primary_vertex list
TexCoord[0] = { 0.0, 0.0 }; // Texture coord for Secondary_vertex[0]
TexCoord[1] = { 1.0, 1.0 }; // Texture coord for Secondary_vertex[1]

If I understand your suggestion, then the draw elements list would just
be {0, 0}, in which case the geometry would work, but it would also
apply TexCoord[0] to both vertices, which is not what was intended.  

- Ken

> -----Original Message-----
> From: [email protected] [mailto:osg-users-
> [email protected]] On Behalf Of Vincent Bourdier
> Sent: Thursday, January 15, 2009 5:14 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Vertex list indexing into another vertex
list?
> 
> Hi,
> 
> Maybe just use setVertexArray with the primary vertex list, and you
use
> the second list in a osg::DrawElementsUInt (or similar).
> In the DrawElementsUInt, you push your vertices indexes. So when the
> vertices data are modified, if they keep the same position in the list
> the geometry will update. (do not forget setUserData(DYNAMIC) )
> 
> There is a setVertexIndice() method but it is now deprecated... maybe
> something can replace it.
> 
> Same thing for the texture (if I understand well)
> 
> Hope this help.
> 
> PS : have a look on documentation
>
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs
> /a01369.html#4596d0e18fb5217a1306c324a2eaba72
> 
> Regards,
>    Vincent.
> 
> 
> 
> 2009/1/14 Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
> <[email protected]>
> 
> 
>       Is it possible to specify a vertex list by indexing into a
> different
>       vertex list?  Sorry if that's confusing, I'll try to explain a
> bit more.
> 
>       I've got some data that is organized in the following way:
> 
>       - A primary vertex list that is the regular xyz values you'd
> expect.
> 
>       - A secondary vertex list that is composed by indexing into the
> primary
>       vertex list.
> 
>       - A texture coordinate list that has a value for each 'vertex'
in
> the
>       secondary list.
> 
>       - Lastly, a list of indices into the secondary vertex list to
> define
>       some primitives.
> 
>       It looks like the data was set up this way so a vertex that
> exists in
>       multiple primitives can have a unique texture coordinate per
> primitive,
>       yet still only be transformed once.
> 
>       My initial approach was just to construct the secondary list by
>       replacing the index with a copy of the vertex it was
referencing.
> This
>       works except for one thing, the primary vertex list is not
> static.  By
>       that, I mean the values of the vertices themselves, the list
size
> itself
>       will not change.  So, the only approach I see is to basically
>       reconstruct the secondary vertex list every time the primary is
> updated.
>       This could be kind of rough, since I could potentially have many
>       secondary lists.  From what I've seen looking through OSG
headers
> and
>       mailing list postings it doesn't seem possible to do this
'vertex
> list
>       by indexing another', but I thought I'd ask just in case.
>       Thanks.
> 
>       - Ken.
>       _______________________________________________
>       osg-users mailing list
>       [email protected]
>       http://lists.openscenegraph.org/listinfo.cgi/osg-users-
> openscenegraph.org
> 
> 

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