I understand what you mean ... I didn't have tried this so I cannot say what is going to happen.
Maybe someone else can help you ? Or try it... you will see what the result can be. I'm sure there is a solution. Regards, Vincent. 2009/1/15 Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW < [email protected]> > 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 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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