[osg-users] Mesh Functionality
Sebastian Messerschmidt
sebastian.messerschmidt at gmx.de
Tue Sep 27 11:39:21 PDT 2016
Hi Mike,
There is no simple way with shared vertices. You need to separate the
vertices for your primitives (I'm not sure, but I think flat-shading
actually takes the first vertex color in the assembly, but I won't count
on it). I'll try to check the specification.
So basically you need either clone the vertices or resort to advanced
techniques. FYI, I'm currently helping Gianni to do something similar,
so maybe I'll come up with a geometry shader based solution.
Cheers
Sebastian
> Hi,
>
> Thank you again,
>
> I am using a TRIANGLE_STRIP and BIND_PER_VERTEX.
>
> Then indexing through the array via simple initialization:
>
> for (int r = 0; r < ISLAND_LAND_DEPTH;r++)
> {
> (*terrain)[thisIndex][0] = column_x_loc;
> (*terrain)[thisIndex][1] = column_z_loc;
> (*terrain)[thisIndex][2] = column_y_loc;
>
> (*terrain_colors)[thisIndex][0] = 46.0f/256.0f;
> (*terrain_colors)[thisIndex][1] = 76.0f/256.0f;
> (*terrain_colors)[thisIndex][2] = 100.0f/256.0f;
> (*terrain_colors)[thisIndex][3] = 1.0f;
>
> column_z_loc += ISLAND_LAND_TRIANGLE_DEPTH;
> thisIndex++;
> }
>
> But only 1/2 of the face is set to the color I need...
>
> I am doing something wrong. Any suggestions are very welcome.
>
>
> Thank you!
>
> Cheers,
> Mike
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68799#68799
>
>
>
>
>
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