Hi Johanm

Help with what?  I'm pretty confused about what you are looking for
advice or how the code segments relate to anything.

What is the problem you are seeing when you view the model?

Robert.

On 3/27/07, Johan Johnsson <[EMAIL PROTECTED]> wrote:
a very simple pyramide texcoord initialization.

    osg::Vec2Array* texcoords = new osg::Vec2Array(5);
    (*texcoords)[0].set(0.00f,0.0f); // tex coord for vertex 0
    (*texcoords)[1].set(0.25f,0.0f); // tex coord for vertex 1
    (*texcoords)[2].set(0.50f,0.0f); // ""
    (*texcoords)[3].set(0.75f,0.0f); // ""
    (*texcoords)[4].set(0.50f,1.0f); // ""
    PyramideGeometry->setTexCoordArray(0,texcoords);

yet i dont seem to get it ... i want it to be

   osg::Vec2Array* texcoords = new osg::Vec2Array(5);
   (*texcoords)[0].set(0.00f,0.0f); // tex coord for vertex 0
   (*texcoords)[1].set(1.00f,0.0f); // tex coord for vertex 1
   (*texcoords)[2].set(0.00f,0.0f); // ""
   (*texcoords)[3].set(1.00f,0.0f); // ""
   (*texcoords)[4].set(0.50f,1.0f); // ""
   pyramidGeometry->setTexCoordArray(0,texcoords);

(*texcoords)[0] forward left
(*texcoords)[1] forward right
(*texcoords)[2] left back
(*texcoords)[3] right back
(*texcoords)[4] peak

 .set( Xf, Yf) // this rules

I have coded mostly on DirectX sdk before, mayeb they turned my head around
? hehe
whould be nice with some help here...

--
Johan Johnsson
Computer Game Developer
Student at Powerhouse, Sweden
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