well The problem is actually solved now.
it was a wierd problem actually hehe
in a tutorial told me to write
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);
and i didnt understand why i should do that... my mind told me to do
something like
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);
... i just didndt understand the logic of why putting it up like the author
did..
so just asked for help to see what he is doing ..
isnt it much easier to put it up like i did .. clean as pie.
best regards Johan
2007/3/27, Robert Osfield <[EMAIL PROTECTED]>:
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
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/
>
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--
Johan Johnsson
Computer Game Developer
Student at Powerhouse, Sweden
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