Hi,
I was able to apply the matrix transforms. Although I simply derived a
ModifiedTriangleFunctor class from the original TriangleFunctor class and used
function over-ride on the this->operator() therein.
Is there a more elegant way to achieve this ?
Thanks
Sanat
--
Read thi
Hi,
I was able to get a matrix for every geode in my model using the path variable
in nodevisitor.
However at present I am printing out the triangle vertices to a file using the
printTriangles() and a struct, similar to the method show in the osggeometry
example. I'm a little confused about h
:12 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Getting the List of Triangles from an osg model
Hi Tom,
Do you know if any of the examples with the source code use this ? I
understand the principle but will be helpful if there is some sort of
implemetation.
Thanks.
Sanat
Hi Tom,
Do you know if any of the examples with the source code use this ? I understand
the principle but will be helpful if there is some sort of implemetation.
Thanks.
Sanat
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Hi Sanat,
When you find geometry (triangles) with your node visitor, apply the
accumulated transform that you traversed to the triangles. NodeVisitors have a
NodeList, which you can use with osg::ComputeLocalToWorld (I think) to get the
accumulated matrix you need. Then each triangle will be
Hi Jean, Nick, Paul
Thanks for all your suggestions thus far.
I was able to extract the triangles and after using the nodeVisitor as
suggested by Jean, it is much easier than using a for loop as the code is
generic using a visitor.
My problem is that I am collecting triangles from a complex m
good :)
-Nick
On Wed, Sep 1, 2010 at 8:31 PM, Sanat Talmaki wrote:
> Hi Nick,
>
> Yes, Windows and VS 2008. I had to do exactly that. The debugger works
> normally (as expected) now
>
> Thanks,
>
> Sanat.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/vi
Hi Nick,
Yes, Windows and VS 2008. I had to do exactly that. The debugger works normally
(as expected) now
Thanks,
Sanat.
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osg-users m
I assume you are on Windows, as from what are you experiencing sounds
familiar to me, all these stl issues. What I would do is, make sure Debug
links to debug libraries, Relase to release. And do a clean build.
-Nick
On Wed, Sep 1, 2010 at 2:57 AM, Sanat Talmaki wrote:
> Hi Nick, Jean
>
> The p
Hi Nick, Jean
The problem was because I was using the Release version of osg. I used the
Debug instead and both size and numElements give the same value.
I had turned optimization off but it seems as though you cannot run through the
code even then.
Thanks
Sincerely,
Sanat
-
to me looks like you are trying to debug in release
-Nick
On Tue, Aug 31, 2010 at 10:46 PM, Sanat Talmaki wrote:
> Hi Jean,
>
> I was not able to understand this behavior:
>
> When I had a vec3Array and I queried it using
> vec3 = vec3Array->at(0) I would get an exception. Why does it give that
Hello Sanat,
I was not able to understand this behavior:
When I had a vec3Array and I queried it using
vec3 = vec3Array->at(0) I would get an exception. Why does it give that
exception ?
Check the C++ standard, osg::Vec3Array::at() eventually calls
std::vector::at() which throws an exceptio
Hi Jean,
I was not able to understand this behavior:
When I had a vec3Array and I queried it using
vec3 = vec3Array->at(0) I would get an exception. Why does it give that
exception ?
I needed to use (*Vec3Array)[i] to get each Vec3.
But then at i = 14113, I got an Unhandled exception:
at 0x0
On Mon, Aug 30, 2010 at 7:55 PM, Paul Martz wrote:
>
> I'm about to write some code that needs to convert tri strips and fans to
> triangles, and I figured I'd use TriangleFunctor for that task.
>
> By the way, osgUtils::IndexMeshVisitor does that, pretty much.
Tim
_
Hi Jean,
Yes, I realize my mistake. I went through that section in the Quick Start Guide
to refresh my memory.
Thanks.
Sanat
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Hello Sanat,
num1 = cow->asGroup()->getChild(0)->asGeode()->getNumDrawables();
num2 = cow->asGroup()->getNumChildren();
num3 = cow->asGeode()->getNumDrawables();
This line makes no sense. You have confirmed in the line before that cow
is a Group, why do you then try to cast cow as a
Hi,
I was running a small test program to understand the concept a little better:
Code:
int main()
{
int numChildren, num1, num2, num3;
const char* geodeName;
const char* cowChildrenName;
osg::Group* root = new osg::Group();
osg::Node* cow = osgDB::readNodeFile("cow.osg");
root->a
Hi Paul,
Thanks for your suggestion. I take a look at tiranglefunctor.
I am trying to get the list of vertices like this: (the algorithm that I'm
trying to use, uses a file type called TRI or TRIS which is basically a list of
triangle vertices that it then uses to compare with another model's v
Sanat Talmaki wrote:
Hi,
I am having trouble figuring out how I can get the list of triangles (vertices)
that make up an osg object to use in another algorithm that needs a list of
triangle vertices that make up the model. (I have seen the models I intend to
use in osgviewer using the 'w' key
you need to write a node visitor and when you hit a Geode, then go over the
drawables. There is a functor somewhere that gets you triangles from the
drawables (have a look at TriangleFunctor)
-Nick
On Mon, Aug 30, 2010 at 9:07 PM, Sanat Talmaki wrote:
> Hi,
>
> I am having trouble figuring out h
Hi,
I am having trouble figuring out how I can get the list of triangles (vertices)
that make up an osg object to use in another algorithm that needs a list of
triangle vertices that make up the model. (I have seen the models I intend to
use in osgviewer using the 'w' key and they are made up o
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