|
I am using the TriangleFunctor like Robert suggested to get
triangle information. What I need is a vertex buffer that I can give to
the physics objects. Something is not working between OSG and ODE and I
am not sure if I am not getting the triangles correctly. This is what I do: struct Triangle { void
operator() (const osg::Vec3& v1, const osg::Vec3& v2, const
osg::Vec3& v3, bool) { m_VertexList.push_back(v1[0]); m_VertexList.push_back(v1[1]); m_VertexList.push_back(v1[2]); m_VertexList.push_back(v2[0]); m_VertexList.push_back(v2[1]); m_VertexList.push_back(v2[2]); m_VertexList.push_back(v3[0]); m_VertexList.push_back(v3[1]); m_VertexList.push_back(v3[2]); } std::vector<float>
m_VertexList; }; … osg::TriangleFunctor<Triangle> tf; pGeometry->accept(tf); So after this m_VertexList should be a list of all the
vertices… correct? Then to create a vertex array I am doing the following: float* pVertexArray = new float[tf.m_VertexList.size()]; int c = 0; for (vector<float>::iterator it =
tf.m_VertexList.begin(); it != tf.VertexList.end(); it++) pVertexBuffer[c++]
= *it; Is this a correct to create a Vertex Array? /jk |
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