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- From: David E DeMarle <
>
- To:
- Subject: [Manta] Re: Re: texture coordinates
- Date: Wed, 10 Mar 2010 16:56:00 -0500
Thanks again Carson, I will probably end up going down that path soon.
For the moment though, I am still trying to share the exact same
appearance and colormap between all parts of an object, which includes
a mesh of Wald triangles, a group of cylinders, and a group of spheres
(to emulate GL_FILL, GL_LINE, and GL_POINT mode).
One question I have is, why might WaldTriangle::computeTexCoords2 get
called, but not Sphere::computeTexCoords2?
Both objects share the same material.
David E DeMarle
Kitware, Inc.
R&D Engineer
28 Corporate Drive
Clifton Park, NY 12065-8662
Phone: 518-371-3971 x109
On Tue, Mar 9, 2010 at 8:26 PM, Carson Brownlee
<
>
wrote:
>
hi David,
>
I think what you might want is something like ValueColorMap and
>
create
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your primitives as valueprimitives. If you're talking about millions of
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spheres you might want to look into scenes/csafe to see what I did for
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that problem to avoid data duplication.
>
Carson
>
>
On Tue, 2010-03-09 at 17:32 -0500, David E DeMarle wrote:
>
> Is there a convenient way to control the texture coordinates returned
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> for intersections with spheres and cylinders?
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>
>
> Specifically what I want is to have one shared texture map for a group
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> of objects, the texture map holds the color lookup table, and have all
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> ray intersections on any particular sphere return the same (1D)
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> texture coordinate into that table.
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>
>
> I am thinking I have to subclass and create my own sphere and cylinder
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> primitives, or possibly create a constant TexCoordMapper class to do
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> it now.
>
>
>
> thanks,
>
>
>
> David E DeMarle
>
> Kitware, Inc.
>
> R&D Engineer
>
> 28 Corporate Drive
>
> Clifton Park, NY 12065-8662
>
> Phone: 518-371-3971 x109
>
>
>
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