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我试图“填充”我绘制的某些几何图形的表面。我正在使用GL_TRIANGLE_FAN
原语。 (例如:1个枢纽(中心)点和12个其他点)。我已经计算了间隔0-1中每个顶点的纹理坐标。但结果我得到这个,它有点困惑。我希望得到像那样的结果image。请帮忙,这里有什么不对? 如何计算正确的纹理在这样的三角坐标(GL_TRIANGLE_FAN
)在image红点 是我的观点三角形风扇的纹理坐标
*码 - 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));
你可以发布你的代码生成的图像? – Frecklefoot
我已经发布 –
@CherkesgillerTural我很困惑 - 当你装上粉丝时,你想要什么样的最终结果?你已经发布了原始纹理;你是否想将每个数字都放在相同大小的风扇上,并丢弃黄色的比特? – 2016-06-07 14:40:55