[osg-users] texturing a sphere segment
robert.osfield at gmail.com
Fri Sep 28 11:59:14 PDT 2007
I really have little clue what you are really after.
Trying explaining what your are wanting to achieve from a high level first.
On 9/28/07, sylvain cormier <sly at sat.qc.ca> wrote:
> On Fri, 2007-21-09 at 20:21 +0100, Robert Osfield wrote:
> > Hi Sylvain,
> > osgSim::SphereSegment is very specialist class that has been designed
> > not to be used with texturing, and its complex shape preclude any easy
> > tex coord mapping for them
> > Is there a reason why you aren't just rolling your own osg::Geometry?
> Hi Robert, list,
> complex shape indeed,
> after having "rolled my own" geometry with TRIANGLES,
> I have one vertex array for a sphere segment.
> I seem to be getting the same results.
> I still can see the movie's shades playing and I can pause and start the
> But my guess now is that I would be to assign a texture coordinate to
> each vertex. Am I right?
> Is there anything special with such a shape that i should be taking into
> consideration when Applying texture coordinates?
> Also, you recently added support for intensityMap and fixed naming of
> --panoramic-sd and --3d-sd command line arguments in osgViewer/View.cpp
> This brought my attention to
> createParoramicSphericalDisplayDistortionMesh(const osg::Vec3& origin,
> const osg::Vec3& widthVector, const osg::Vec3& heightVector, double
> sphere_radius, double collar_radius)
> That actually sounds very much like what I need.
> Does this mean I could set up a spherical distortion in my viewer
> instead of trying to do it inside my scene?
> Thank you,
> osg-users mailing list
> osg-users at lists.openscenegraph.org
More information about the osg-users