[osg-users] different materials for a geometry and highlight

Sebastian Messerschmidt sebastian.messerschmidt at gmx.de
Mon Sep 19 02:13:27 PDT 2016


Hi Gianni,

I browsed the LineSegmentIntersector code and it seems, the intersector 
is using a triangleFunctor to traverse your primitive sets as triangles 
anyways. So the Ifnromation
So basically you cannot find out which primitive set was affected 
without reverse-engineering which primitive sets the triangle originated 
from.

One easy way would be to use multiple drawables (I think you could still 
share the vertex data) or to specialize the intersector to traverse per 
primitive set.

Cheers

Sebastian


Am 9/19/2016 um 10:50 AM schrieb Sebastian Messerschmidt:
> Hi Gianni,
>> Code:
>> osg::Geometry* buildGeometry() {
>>         osg::Geometry* geometry = new osg::Geometry;
>>         geometry->setVertexArray(buildVertices());
>>         geometry->setColorArray(buildColors(), 
>> osg::Array::BIND_PER_PRIMITIVE_SET);
>>
>>         std::vector<osg::DrawElementsUInt*> elements = buildElements();
>>         for (std::vector<osg::DrawElementsUInt*>::iterator i = 
>> elements.begin(); i != elements.end(); ++i) {
>>           geometry->addPrimitiveSet(*i);
>>         }
>>
>>         return geometry;
>> }
>>
>>
>>
>> When I pick a triangle, is there a way from the information stored 
>> into a osgUtil::LineSegmentIntersector::Intersection to get the 
>> related primitive set?
> I might be wrong, but I think the intersector.primitiveIndex might 
> yield the number you are looking for
> Also be sure to handle all intersections returned.
>
> Cheers
> Sebastian
>>
>> Regards,
>> Gianni
>>
>> ------------------
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=68630#68630
>>
>>
>>
>>
>>
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