Hi Jeff,

An improvement would be to use a osg::Vec3Array instead of a std::vector<float> m_VertexList.  An osg::Vec3Array is, in essence, an std::vector<osg::Vec3> ... .  This keeps your triples together.

-don

On 8/29/06, Jeff Kershner <[EMAIL PROTECTED]> wrote:

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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