I have edited my code a little bit.
But the problem still exists. There are a lot of triangle and quads which have
2 oder 3 equal points.
One Example:
Code:
2011-May-09 21:29:19.180909 notification -42.5113, 37.4068, 16.453
2011-May-09 21:29:19.190909 notification -42.5113, 37.4068, 16.453
Hi I have now implemented a method that extracxt all points of a node.
Here is the geometry-extraction.
Code:
osg::Vec3Array *vertices = (osg::Vec3Array *)geom-getVertexArray();
osg::Geometry::PrimitiveSetList primitiveList =
geom-getPrimitiveSetList();
int polygonIndex = 0;
Hi all,
First of all, sorry for my very bad english!
I'm on a soundimplementation for osg and FMOD (like osgAudio). It works
great but now i want that FMOD calculate the echo and volume depending
from the models (if you are in a room, there is an echo, etc.) for that i
need all vertices
Hi
I made my own osg::Node (osg::Group) with Physics. This works great if i insert
the node on position (0,0,0)
If i made a positionattitudeTransform with the physics-Node the node is on the
new position but the physics-Node / Object is still at 0,0,0
here is the code:
h-File:
Code:
class
Hi,
I want to implement a Sound-Node (with FMOD) for the OSG-Framework for a project
From which class i must extend my sound-Node Class? osg::Group? or osg::Node?
Which function is called for transform the node? I want to calculate the
velocity for the sound and i think i must overwrite the
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