Hi,

lately I was trying to convert an osg-file which uses multitexturing to 
openFlight and realized, that the texture coordinates for units >0 got 
corrupted. (First 3 coords are repeated again and again).

So I had a look at the openFlight Plugin and found the problem in 
expGeometry.cpp, line 772, function writeUVList: 


Code:
void FltExportVisitor::writeUVList( int numVerts, const osg::Geometry& geom )
{
    unsigned int numLayers( 0 );
    uint32 flags( 0 );
    unsigned int idx;
    for( idx=1; idx<8; idx++)
    {
        if( isTextured( idx, geom ) )
        {
            flags |= LAYER_1 >> (idx-1);
            numLayers++;
        }
    }
    if( numLayers == 0 )
        return;

    uint16 length( 8 + (8*numLayers*numVerts) );

    _records->writeInt16( (int16) UV_LIST_OP );
    _records->writeUInt16( length );
    _records->writeInt32( flags );

    osg::Vec2 defaultCoord( 0., 0. );
    // const osg::StateSet* ss = getCurrentStateSet();
    for( idx=1; idx<8; idx++)
    {
        if( isTextured( idx, geom ) )
        {
            osg::Array* t = const_cast<osg::Array*>( geom.getTexCoordArray( idx 
) );
            osg::ref_ptr<osg::Vec2Array> t2 = dynamic_cast<osg::Vec2Array*>( t 
);
            if (!t2.valid())
            {
                std::ostringstream warning;
                warning << "fltexp: No Texture2D for unit " << idx;
                osg::notify( osg::WARN ) << warning.str() << std::endl;
                _fltOpt->getWriteResult().warn( warning.str() );
                t2 = new osg::Vec2Array;
            }
            else if (static_cast<int>(t2->getNumElements()) != numVerts)
            {
                std::ostringstream warning;
                warning << "fltexp: Invalid number of texture coordinates for 
unit " << idx;
                osg::notify( osg::WARN ) << warning.str() << std::endl;
                _fltOpt->getWriteResult().warn( warning.str() );
            }

            const int size = t2->getNumElements();
            int vIdx;
            for( vIdx=0; vIdx<numVerts; vIdx++)
            {
                osg::Vec2& tc( defaultCoord );
                if (vIdx < size)
                    tc = (*t2)[ vIdx ];
                _records->writeFloat32( tc[0] );
                _records->writeFloat32( tc[1] );
            }
        }
    }
}




My Geometry contained 444 vertices and as many texture coordinates, so the size 
of the array t2 is 444 (and therefor does not equal numVerts which is 3 (using 
triangles)). The indices are always 0, 1, 2, so each time the function is 
called, the same three texture coordinates are added.

I fixed this problem adding indices respectivly firstIndex as input parameter 
like it is done in writeVertexList:


Code:
void
FltExportVisitor::writeUVList( int numVerts, const osg::Geometry& geom, const 
std::vector<unsigned int>& indices )
{
    unsigned int numLayers( 0 );
    uint32 flags( 0 );
    unsigned int idx;
    for( idx=1; idx<8; idx++)
    {
        if( isTextured( idx, geom ) )
        {
            flags |= LAYER_1 >> (idx-1);
            numLayers++;
        }
    }
    if( numLayers == 0 )
        return;

    uint16 length( 8 + (8*numLayers*numVerts) );

    _records->writeInt16( (int16) UV_LIST_OP );
    _records->writeUInt16( length );
    _records->writeInt32( flags );

    osg::Vec2 defaultCoord( 0., 0. );
    // const osg::StateSet* ss = getCurrentStateSet();
    for( idx=1; idx<8; idx++)
    {
        if( isTextured( idx, geom ) )
        {
            osg::Array* t = const_cast<osg::Array*>( geom.getTexCoordArray( idx 
) );
            osg::ref_ptr<osg::Vec2Array> t2 = dynamic_cast<osg::Vec2Array*>( t 
);
            if (!t2.valid())
            {
                std::ostringstream warning;
                warning << "fltexp: No Texture2D for unit " << idx;
                osg::notify( osg::WARN ) << warning.str() << std::endl;
                _fltOpt->getWriteResult().warn( warning.str() );
                t2 = new osg::Vec2Array;
            }
            const int size = t2->getNumElements();
            for( int cIdx=0; cIdx<numVerts; cIdx++)
            {
               int vIdx = indices[cIdx];
                osg::Vec2& tc( defaultCoord );
                if (vIdx < size)
                    tc = (*t2)[ vIdx ];
                _records->writeFloat32( tc[0] );
                _records->writeFloat32( tc[1] );
            }
        }
    }
}



and


Code:
void
FltExportVisitor::writeUVList( int numVerts, const osg::Geometry& geom, 
unsigned int first )
{
    unsigned int numLayers( 0 );
    uint32 flags( 0 );
    unsigned int idx;
    for( idx=1; idx<8; idx++)
    {
        if( isTextured( idx, geom ) )
        {
            flags |= LAYER_1 >> (idx-1);
            numLayers++;
        }
    }
    if( numLayers == 0 )
        return;

    uint16 length( 8 + (8*numLayers*numVerts) );

    _records->writeInt16( (int16) UV_LIST_OP );
    _records->writeUInt16( length );
    _records->writeInt32( flags );

    osg::Vec2 defaultCoord( 0., 0. );
    // const osg::StateSet* ss = getCurrentStateSet();
    for( idx=1; idx<8; idx++)
    {
        if( isTextured( idx, geom ) )
        {
            osg::Array* t = const_cast<osg::Array*>( geom.getTexCoordArray( idx 
) );
            osg::ref_ptr<osg::Vec2Array> t2 = dynamic_cast<osg::Vec2Array*>( t 
);
            if (!t2.valid())
            {
                std::ostringstream warning;
                warning << "fltexp: No Texture2D for unit " << idx;
                osg::notify( osg::WARN ) << warning.str() << std::endl;
                _fltOpt->getWriteResult().warn( warning.str() );
                t2 = new osg::Vec2Array;
            }
            else if (static_cast<int>(t2->getNumElements()) < first + numVerts)
            {
                std::ostringstream warning;
                warning << "fltexp: Invalid number of texture coordinates for 
unit " << idx;
                osg::notify( osg::WARN ) << warning.str() << std::endl;
                _fltOpt->getWriteResult().warn( warning.str() );
            }

            const int size = t2->getNumElements();
            int cIdx;
            for( cIdx=0; cIdx<numVerts; cIdx++)
            {
               int vIdx = first + cIdx;
                osg::Vec2& tc( defaultCoord );
                if (vIdx < size)
                    tc = (*t2)[ vIdx ];
                _records->writeFloat32( tc[0] );
                _records->writeFloat32( tc[1] );
            }
        }
    }
}



I wondered why this problem has not occured to somebody else. I think 
MultiTexturing has been used and tested before, hasn't it? Is something 
different in my setup? I added an osg file for testing purposes. Here Quads are 
used, so the first 4 texture coordinates are repeated if the file is exported 
to flt.

I am using osg 2.9.0 on windows XP.


Cheers,
Katharina

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=33243#33243




Attachments: 
http://forum.openscenegraph.org//files/multitextest_897.osg


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