【问题标题】:Texture coordinates for triangle fans三角扇的纹理坐标
【发布时间】:2016-10-07 10:24:00
【问题描述】:

我正在尝试“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)。我已经计算了区间 0-1 中每个顶点的纹理坐标。但结果我得到了这个 ,它有点困惑。我希望得到这样的结果 image 。请帮忙,这里有什么问题? 如何在这种三角测量中计算正确的纹理坐标(GL_TRIANGLE_FANimage中的红点是我的积分

*代码 - 片段:

 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));

【问题讨论】:

  • 您可以发布生成图像的代码吗?
  • @CherkesgillerTural 我很困惑 - 当安装在风扇上时,您想要的最终结果是什么?您已经发布了原始纹理;你想把每个数字都装到相同大小的风扇上,并丢弃黄色的位吗?
  • 是的,看起来纹理图像的形状与您的几何形状不相似,所以它会变形......
  • @willywonkadailyblah 是的,我想要你在帖子中提到的结果。我已经更改了所需结果的图像。我该怎么做
  • 我相信你的几何形状是错误的——如果你想要统一大小的数字,那么几何形状必须与之匹配,否则纹理的拉伸是不均匀的,因此会产生伪影。除非你不这样做?

标签: algorithm opengl graphics directx texture-mapping


【解决方案1】:

尝试保持 2d 位置始终等于每个顶点的纹理坐标。这将确保您的几何图形显示为纹理的不失真切口。然后,您可以根据需要重新缩放网格并将其居中,而不会通过对顶点位置应用变换来扭曲纹理。

执行此操作的一种方法是创建一个推送单个顶点的函数,接受顶点的 2d 坐标和您要应用的任何变换。然后该函数会将 2d 坐标作为 texcoords 推送,然后对其进行转换并将结果作为位置推送。

【讨论】:

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