Re: [osg-users] constructing geometry using position, normal and uv coord arrays

2009-05-06 Thread OSG Newbie
Thanks, that helps. In my situation, I have primitives sharing same vertex and the normals are different for a vertex depending on the primitive. I guess Geometry.setNormalBinding should be BIND_PER_PRIMITIVE. My question is how should I order the normals in the normal array in Geometry, or sh

[osg-users] constructing geometry using position, normal and uv coord arrays

2009-05-05 Thread OSG Newbie
Hi, What I have are position array, normal array and uv coordinate array (these arrays don't have the same number of elements) and a list of index that specify each vertex's position, normal and uv coordinate by their respective index. I would like to construct geometry from these arrays and i

[osg-users] .osg file format specification?

2009-05-02 Thread OSG Newbie
Hi, Where can I find for file specification for .osg file? I would like to write an exporter for Maya that exports mesh, texture, shader and animation in .osg format. Dose .osg support shader and animation export? Thank you. -- Read this topic online here: http://forum.openscen