1
我試圖「填充」我繪製的某些幾何圖形的表面。我正在使用GL_TRIANGLE_FAN
原語。 (例如:1個樞紐(中心)點和12個其他點)。我已經計算了間隔0-1中每個頂點的紋理座標。但結果我得到這個,它有點困惑。我希望得到像那樣的結果image。請幫忙,這裏有什麼不對? 如何計算正確的紋理在這樣的三角座標(GL_TRIANGLE_FAN
)在image紅點 是我的觀點三角形風扇的紋理座標
*碼 - 段:
assert(("CROSS type intersection needs only 5 vertices : center point and "
"rest points in anticlockwise order", (lp->size() > 5) && (lp->size() < 5)));
osg::Vec3 vAlong_1,vAlong_2;
vAlong_1 = (*lp)[1] - (*lp)[4];
vAlong_2 = (*lp)[1] - (*lp)[2];
eps = ((*lp)[2] - (*lp)[4]).length() * 0.2/2;
vAlong_1.normalize();
vAlong_2.normalize();
_edgeCoords->push_back((*lp)[0]);
_edgeCoords->push_back((*lp)[1]);
if (CMF::euclidDistance((*lp)[0],(*lp)[1]) <= CMF::euclidDistance((*lp)[0],(*lp)[2])) {
float cosAlpha = -(vAlong_1 * vAlong_2);
float extraLength = ((*lp)[2] - (*lp)[1]).length() * cosAlpha;
_edgeCoords->push_back((*lp)[1] + vAlong_1 * (eps + extraLength));
_edgeCoords->push_back((*lp)[2] + vAlong_1 * eps);
} else {
float cosAlpha = (vAlong_1 * vAlong_2);
float extraLength = ((*lp)[2] - (*lp)[1]).length() * cosAlpha;
_edgeCoords->push_back((*lp)[1] + vAlong_1 * eps);
_edgeCoords->push_back((*lp)[2] + vAlong_1 * (eps + extraLength));
}
_edgeCoords->push_back((*lp)[2]);
if (CMF::euclidDistance((*lp)[0],(*lp)[2]) <= CMF::euclidDistance((*lp)[0],(*lp)[3])) {
float cosAlpha = -(vAlong_1 * vAlong_2);
float extraLength = ((*lp)[3] - (*lp)[2]).length() * cosAlpha;
_edgeCoords->push_back((*lp)[2] - vAlong_2 * (eps + extraLength));
_edgeCoords->push_back((*lp)[3] - vAlong_2 * eps);
} else {
float cosAlpha = (vAlong_1 * vAlong_2);
float extraLength = ((*lp)[3] - (*lp)[2]).length() * cosAlpha;
_edgeCoords->push_back((*lp)[2] - vAlong_2 * eps);
_edgeCoords->push_back((*lp)[3] - vAlong_2 * (eps + extraLength));
}
_edgeCoords->push_back((*lp)[3]);
if (CMF::euclidDistance((*lp)[0],(*lp)[3]) <= CMF::euclidDistance((*lp)[0],(*lp)[4])) {
float cosAlpha = -(vAlong_1 * vAlong_2);
float extraLength = ((*lp)[4] - (*lp)[3]).length() * cosAlpha;
_edgeCoords->push_back((*lp)[3] - vAlong_1 * (eps + extraLength));
_edgeCoords->push_back((*lp)[4] - vAlong_1 * eps);
} else {
float cosAlpha = (vAlong_1 * vAlong_2);
float extraLength = ((*lp)[4] - (*lp)[3]).length() * cosAlpha;
_edgeCoords->push_back((*lp)[3] - vAlong_1 * eps);
_edgeCoords->push_back((*lp)[4] - vAlong_1 * (eps + extraLength));
}
_edgeCoords->push_back((*lp)[4]);
if (CMF::euclidDistance((*lp)[0],(*lp)[1]) <= CMF::euclidDistance((*lp)[0],(*lp)[4])) {
float cosAlpha = -(vAlong_1 * vAlong_2);
float extraLength = ((*lp)[4] - (*lp)[1]).length() * cosAlpha;
_edgeCoords->push_back((*lp)[4] + vAlong_2 * eps);
_edgeCoords->push_back((*lp)[1] + vAlong_2 * (eps + extraLength));
} else {
float cosAlpha = (vAlong_1 * vAlong_2);
float extraLength = ((*lp)[4] - (*lp)[1]).length() * cosAlpha;
_edgeCoords->push_back((*lp)[4] + vAlong_2 * (eps + extraLength));
_edgeCoords->push_back((*lp)[1] + vAlong_2 * eps);
}
_edgeCoords->push_back((*lp)[1]);
_tCoords->push_back(osg::Vec2(0.5,0.5));
_tCoords->push_back(osg::Vec2(0.666,0.666));
_tCoords->push_back(osg::Vec2(0.666,1.0));
_tCoords->push_back(osg::Vec2(0.333,1.0));
_tCoords->push_back(osg::Vec2(0.333,0.666));
_tCoords->push_back(osg::Vec2(0.0,0.666));
_tCoords->push_back(osg::Vec2(0.0,0.333));
_tCoords->push_back(osg::Vec2(0.333,0.333));
_tCoords->push_back(osg::Vec2(0.333,0.0));
_tCoords->push_back(osg::Vec2(0.666,0.0));
_tCoords->push_back(osg::Vec2(0.666,0.333));
_tCoords->push_back(osg::Vec2(1.0,0.333));
_tCoords->push_back(osg::Vec2(1.0,0.666));
_tCoords->push_back(osg::Vec2(0.666,0.666));
你可以發佈你的代碼生成的圖像? – Frecklefoot
我已經發布 –
@CherkesgillerTural我很困惑 - 當你裝上粉絲時,你想要什麼樣的最終結果?你已經發布了原始紋理;你是否想將每個數字都放在相同大小的風扇上,並丟棄黃色的比特? – 2016-06-07 14:40:55