Refactored the mesh setup to use GL_TRIANGLE_STIP instead of GL_QUADS

This commit is contained in:
Robert Osfield 2019-07-29 12:29:25 +01:00
parent b3808ef89c
commit 0e5bb43841
2 changed files with 40 additions and 75 deletions

View File

@ -422,62 +422,43 @@ void MultipassTechnique::init()
{
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* coords = new osg::Vec3Array(8);
(*coords)[0] = osg::Vec3d(0.0,0.0,0.0);
(*coords)[1] = osg::Vec3d(1.0,0.0,0.0);
(*coords)[2] = osg::Vec3d(1.0,1.0,0.0);
(*coords)[3] = osg::Vec3d(0.0,1.0,0.0);
(*coords)[4] = osg::Vec3d(0.0,0.0,1.0);
(*coords)[5] = osg::Vec3d(1.0,0.0,1.0);
(*coords)[6] = osg::Vec3d(1.0,1.0,1.0);
(*coords)[7] = osg::Vec3d(0.0,1.0,1.0);
geom->setVertexArray(coords);
osg::Vec4Array* colours = new osg::Vec4Array(1);
(*colours)[0].set(1.0f,1.0f,1.0,1.0f);
geom->setColorArray(colours, osg::Array::BIND_OVERALL);
osg::DrawElementsUShort* drawElements = new osg::DrawElementsUShort(GL_QUADS);
// bottom
// triangle strip of cube based on : http://www.cs.umd.edu/gvil/papers/av_ts.pdf
osg::Vec3Array* coords = new osg::Vec3Array(8);
(*coords)[0] = osg::Vec3d(0.0,1.0,1.0); // Back-top-left
(*coords)[1] = osg::Vec3d(1.0,1.0,1.0); // Back-top-right
(*coords)[2] = osg::Vec3d(0.0,0.0,1.0); // Front-top-left
(*coords)[3] = osg::Vec3d(1.0,0.0,1.0); // Front-top-right
(*coords)[4] = osg::Vec3d(0.0,1.0,0.0); // Back-bottom-left
(*coords)[5] = osg::Vec3d(1.0,1.0,0.0); // Back-bottom-right
(*coords)[6] = osg::Vec3d(1.0,0.0,0.0); // Front-bottom-right
(*coords)[7] = osg::Vec3d(0.0,0.0,0.0); // Front-bottom-left
geom->setVertexArray(coords);
osg::DrawElementsUShort* drawElements = new osg::DrawElementsUShort(GL_TRIANGLE_STRIP);
drawElements->push_back(3);
drawElements->push_back(2);
drawElements->push_back(1);
drawElements->push_back(0);
// bottom
drawElements->push_back(7);//7623
drawElements->push_back(6);
drawElements->push_back(2);
drawElements->push_back(3);
// left
drawElements->push_back(4);//4730
drawElements->push_back(7);
drawElements->push_back(3);
drawElements->push_back(0);
// right
drawElements->push_back(1);//1265
drawElements->push_back(2);
drawElements->push_back(6);
drawElements->push_back(5);
// front
drawElements->push_back(5);//5401
drawElements->push_back(4);
drawElements->push_back(2);
drawElements->push_back(0);
drawElements->push_back(1);
// top
drawElements->push_back(4);//4567
drawElements->push_back(5);
drawElements->push_back(3);
drawElements->push_back(1);
drawElements->push_back(6);
drawElements->push_back(7);
drawElements->push_back(5);
drawElements->push_back(4);
drawElements->push_back(1);
drawElements->push_back(0);
geom->addPrimitiveSet(drawElements);
geode->addDrawable(geom);
}
_transform = new osg::MatrixTransform;

View File

@ -425,62 +425,46 @@ void RayTracedTechnique::init()
{
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* coords = new osg::Vec3Array(8);
(*coords)[0] = osg::Vec3d(0.0,0.0,0.0);
(*coords)[1] = osg::Vec3d(1.0,0.0,0.0);
(*coords)[2] = osg::Vec3d(1.0,1.0,0.0);
(*coords)[3] = osg::Vec3d(0.0,1.0,0.0);
(*coords)[4] = osg::Vec3d(0.0,0.0,1.0);
(*coords)[5] = osg::Vec3d(1.0,0.0,1.0);
(*coords)[6] = osg::Vec3d(1.0,1.0,1.0);
(*coords)[7] = osg::Vec3d(0.0,1.0,1.0);
geom->setVertexArray(coords);
osg::Vec4Array* colours = new osg::Vec4Array(1);
(*colours)[0].set(1.0f,1.0f,1.0,1.0f);
geom->setColorArray(colours, osg::Array::BIND_OVERALL);
osg::DrawElementsUShort* drawElements = new osg::DrawElementsUShort(GL_QUADS);
// bottom
drawElements->push_back(0);
drawElements->push_back(1);
drawElements->push_back(2);
drawElements->push_back(3);
// triangle strip of cube based on : http://www.cs.umd.edu/gvil/papers/av_ts.pdf
osg::Vec3Array* coords = new osg::Vec3Array(8);
(*coords)[0] = osg::Vec3d(1.0,1.0,1.0); // Back-top-right
(*coords)[1] = osg::Vec3d(0.0,1.0,1.0); // Back-top-left
(*coords)[2] = osg::Vec3d(1.0,0.0,1.0); // Front-top-right
(*coords)[3] = osg::Vec3d(0.0,0.0,1.0); // Front-top-left
(*coords)[4] = osg::Vec3d(1.0,1.0,0.0); // Back-bottom-right
(*coords)[5] = osg::Vec3d(0.0,1.0,0.0); // Back-bottom-left
(*coords)[6] = osg::Vec3d(0.0,0.0,0.0); // Front-bottom-left
(*coords)[7] = osg::Vec3d(1.0,0.0,0.0); // Front-bottom-right
geom->setVertexArray(coords);
OSG_NOTICE<<"New RayTracedTechnique"<<std::endl;
osg::DrawElementsUShort* drawElements = new osg::DrawElementsUShort(GL_TRIANGLE_STRIP);
// bottom
drawElements->push_back(3);
drawElements->push_back(2);
drawElements->push_back(6);
drawElements->push_back(7);
// left
drawElements->push_back(0);
drawElements->push_back(3);
drawElements->push_back(7);
drawElements->push_back(4);
// right
drawElements->push_back(5);
drawElements->push_back(6);
drawElements->push_back(2);
drawElements->push_back(1);
// front
drawElements->push_back(1);
drawElements->push_back(0);
drawElements->push_back(4);
drawElements->push_back(5);
// top
drawElements->push_back(7);
drawElements->push_back(3);
drawElements->push_back(1);
drawElements->push_back(6);
drawElements->push_back(5);
drawElements->push_back(4);
drawElements->push_back(1);
drawElements->push_back(0);
geom->addPrimitiveSet(drawElements);
geode->addDrawable(geom);
}
if (cpv._sampleDensityWhenMovingProperty.valid())