@Gallo wrote:
hello,
i am facing a strange glitch when i manipulate my mesh. I don't know if it is an issue with normals, or maybe bad indices or whatever.
Do you have an idea about the symptoms ?
here i am creating the mesh :
mesh.enableColors(); mesh.enableIndices(); glPointSize(pointSize); glDisable(GL_POINT_SMOOTH); int width = scaledImage.getWidth(); int height = scaledImage.getHeight(); for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { ofColor c = scaledImage.getColor(x, y); float brightness = ofMap(c.getBrightness(), 0, 255, -displacement, displacement); ofPoint p(x * MAP_SCALE, y * MAP_SCALE, brightness); mesh.addVertex(p); mesh.addColor(image.getColor(x * MAP_SCALE, y * MAP_SCALE)); } } //add indices for (int y = 0; y < height - 1; y++){ for (int x=0; x < width - 1; x++){ mesh.addIndex(x+y*width); // 0 mesh.addIndex((x+1)+y*width); // 1 mesh.addIndex(x+(y+1)*width); // 10 mesh.addIndex((x+1)+y*width); // 1 mesh.addIndex((x+1)+(y+1)*width); // 11 mesh.addIndex(x+(y+1)*width); // 10 } }
And i draw it like that :
void ofApp::draw(){ cam.begin(); ofPushMatrix(); ofTranslate(-ofGetWidth() / 2, -ofGetHeight() / 2); mesh.draw(); ofPopMatrix(); cam.end(); }
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