本文整理汇总了C++中osg::Geometry::setTexCoordArray方法的典型用法代码示例。如果您正苦于以下问题:C++ Geometry::setTexCoordArray方法的具体用法?C++ Geometry::setTexCoordArray怎么用?C++ Geometry::setTexCoordArray使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类osg::Geometry
的用法示例。
在下文中一共展示了Geometry::setTexCoordArray方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: apply
void apply(osg::Geometry& geom)
{
geom.setUseDisplayList(false);
if (!_manualVertexAliasing) return;
osg::notify(osg::NOTICE)<<"Found geometry "<<&geom<<std::endl;
if (geom.getVertexArray())
{
setVertexAttrib(geom, _vertexAlias, geom.getVertexArray(), false, osg::Array::BIND_PER_VERTEX);
geom.setVertexArray(0);
}
if (geom.getNormalArray())
{
setVertexAttrib(geom, _normalAlias, geom.getNormalArray(), true);
geom.setNormalArray(0);
}
if (geom.getColorArray())
{
setVertexAttrib(geom, _colorAlias, geom.getColorArray(), false);
geom.setColorArray(0);
}
if (geom.getSecondaryColorArray())
{
setVertexAttrib(geom, _secondaryColorAlias, geom.getSecondaryColorArray(), false);
geom.setSecondaryColorArray(0);
}
if (geom.getFogCoordArray())
{
// should we normalize the FogCoord array? Don't think so...
setVertexAttrib(geom, _fogCoordAlias, geom.getFogCoordArray(), false);
geom.setFogCoordArray(0);
}
unsigned int maxNumTexCoords = geom.getNumTexCoordArrays();
if (maxNumTexCoords>8)
{
osg::notify(osg::NOTICE)<<"Warning: Ignoring "<<maxNumTexCoords-8<<" texture coordinate arrays, only 8 are currently supported in vertex attribute conversion code."<<std::endl;
maxNumTexCoords = 8;
}
for(unsigned int i=0; i<maxNumTexCoords; ++i)
{
if (geom.getTexCoordArray(i))
{
setVertexAttrib(geom, _texCoordAlias[i], geom.getTexCoordArray(i), false, osg::Array::BIND_PER_VERTEX);
geom.setTexCoordArray(i,0);
}
else
{
osg::notify(osg::NOTICE)<<"Found empty TexCoordArray("<<i<<")"<<std::endl;
}
}
}
示例2: apply
void ShaderVisitor::apply(osg::Geometry& geometry)
{
bool needPop = (geometry.getStateSet() != NULL);
if (geometry.getStateSet())
{
pushRequirements();
applyStateSet(geometry.getStateSet(), geometry);
}
if (!mRequirements.empty())
{
const ShaderRequirements& reqs = mRequirements.back();
if (mAllowedToModifyStateSets)
{
// make sure that all UV sets are there
for (std::map<int, std::string>::const_iterator it = reqs.mTextures.begin(); it != reqs.mTextures.end(); ++it)
{
if (geometry.getTexCoordArray(it->first) == NULL)
geometry.setTexCoordArray(it->first, geometry.getTexCoordArray(0));
}
}
if (reqs.mTexStageRequiringTangents != -1 && mAllowedToModifyStateSets)
{
osg::ref_ptr<osgUtil::TangentSpaceGenerator> generator (new osgUtil::TangentSpaceGenerator);
generator->generate(&geometry, reqs.mTexStageRequiringTangents);
geometry.setTexCoordArray(7, generator->getTangentArray(), osg::Array::BIND_PER_VERTEX);
}
// TODO: find a better place for the stateset
if (reqs.mShaderRequired || mForceShaders)
createProgram(reqs, geometry);
}
if (needPop)
popRequirements();
}
示例3: createDAIGeometry
void createDAIGeometry( osg::Geometry& geom, int nInstances=1 )
{
const float halfDimX( .5 );
const float halfDimZ( .5 );
osg::Vec3Array* v = new osg::Vec3Array;
v->resize( 4 );
geom.setVertexArray( v );
// Geometry for a single quad.
(*v)[ 0 ] = osg::Vec3( -halfDimX, 0., 0. );
(*v)[ 1 ] = osg::Vec3( halfDimX, 0., 0. );
(*v)[ 2 ] = osg::Vec3( halfDimX, 0., halfDimZ*2.0f );
(*v)[ 3 ] = osg::Vec3( -halfDimX, 0., halfDimZ*2.0f );
// create color array data (each corner of our triangle will have one color component)
osg::Vec4Array* pColors = new osg::Vec4Array;
pColors->push_back( osg::Vec4( 1.0f, 0.0f, 0.0f, 1.0f ) );
pColors->push_back( osg::Vec4( 0.0f, 1.0f, 0.0f, 1.0f ) );
pColors->push_back( osg::Vec4( 0.0f, 0.0f, 1.0f, 1.0f ) );
pColors->push_back( osg::Vec4( 0.0f, 0.0f, 1.0f, 1.0f ) );
geom.setColorArray( pColors );
// make sure that our geometry is using one color per vertex
geom.setColorBinding( osg::Geometry::BIND_PER_VERTEX );
osg::Vec2Array* pTexCoords = new osg::Vec2Array( 4 );
(*pTexCoords)[0].set( 0.0f, 0.0f );
(*pTexCoords)[1].set( 1.0f, 0.0f );
(*pTexCoords)[2].set( 1.0f, 1.0f );
(*pTexCoords)[3].set( 0.0f, 1.0f );
geom.setTexCoordArray( 0, pTexCoords );
// Use the DrawArraysInstanced PrimitiveSet and tell it to draw 1024 instances.
geom.addPrimitiveSet( new osg::DrawArrays( GL_QUADS, 0, 4, nInstances ) );
}