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
> >
> >
>
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