OK, fixed that - loaded an .ive file and was able to get correct looking 
texture coordinates. In a .ive file with embedded textures, is there a 
textureName? Probably not - not really important.

But the code does say that there is one image in the texture. But doing the 
getImage(0) does not return a valid image and thus no color from the texture is 
returned.


Code:

 osgUtil::LineSegmentIntersector::Intersections intersections;
                if (viewer->computeIntersections(ea, intersections))
                {
                        const osgUtil::LineSegmentIntersector::Intersection& 
hit = *intersections.begin();

                        //MGREENE
                        std::cout << "hit = " << 
hit.getLocalIntersectPoint().x() << "," << hit.getLocalIntersectPoint().y() << 
"," << hit.getLocalIntersectPoint().z() << std::endl;

                        osg::Vec3 tc(0, 0, 0);
                        osg::Texture* myTexture = hit.getTextureLookUp(tc);
                        std::cout << "tc = " << tc.x() << "," << tc.y() << "," 
<< tc.z() << std::endl;
                        

                        if (myTexture){
                                std::string myString = myTexture->getName();
                                std::cout << "texturename = " << myString << 
std::endl;

                                int numImages = myTexture->getNumImages();
                                std::cout << "numImages = " << numImages << 
std::endl;

                                osg::Image *myImage = myTexture->getImage(0);
                                if (myImage) {
                                        osg::Vec4 textureColor = 
myImage->getColor(tc);
                                        std::cout << "textureColor = " << 
textureColor.r() << "," << textureColor.b() << "," << textureColor.g() << "," 
<< textureColor.a() << std::endl;
                                }
                    }
                        //END MGREENE



... 

Thank you!

Cheers,
Mike

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=64908#64908





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