[osg-users] texturing a sphere segment

Robert Osfield robert.osfield at gmail.com
Fri Sep 28 11:59:14 PDT 2007


Hi Sylvain,

I really have little clue what you are really after.

Trying explaining what your are wanting to achieve from a high level first.

Robert.

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
> movie.
> 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,
>
>
> Sylvain
>
>
> thanks,
>
> Sylvain
>
>
>
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