在球的基础上进行操作。
效果为与主窗口和子窗口添加一个边框
osg::ref_ptr
//外边界逆针
(*vertice2)[0].set(1,1,0);
(*vertice2)[1].set(w-1,1,0);
(*vertice2)[2].set(w-1,h-1,0);
(*vertice2)[3].set(1,h-1,0);
//内边界顺时针
(*vertice2)[4].set(100,100,0);
(*vertice2)[5].set(100,h-100,0);
(*vertice2)[6].set(w-100,h-100,0);
(*vertice2)[7].set(w-100,100,0);
osg::ref_ptr
geom->setVertexArray(vertice2);
osg::Vec3Array* normals = newosg::Vec3Array;
normals->push_back(osg::Vec3(0.0f,0.0f, 1.0f));
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
osg::Vec4Array* colors = newosg::Vec4Array;
colors->push_back(osg::Vec4(0.0f,0.0f,0.0f,1.0f));
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
geom->addPrimitiveSet(newosg::DrawArrays(osg::PrimitiveSet::QUADS,0,vertice2->size()));
执行到此处显然这两个矩形会覆盖整个屏幕,需要进行分格化操作。
分格化:
osg::ref_ptr
tscx->setTessellationType(osgUtil::Tessellator::TESS_TYPE_GEOMETRY);
tscx->setBoundaryOnly(false);//设置是否只显示边界
tscx->setWindingType(osgUtil::Tessellator::TESS_WINDING_NONZERO);
tscx->retessellatePolygons(*geom);
geode->addDrawable(geom);
//TESS_WINDING_POSITIVE渲染环绕数为正的区域
//TESS_WINDING_NEGETIVE渲染环绕数为负的区域
//TESS_WINDING_ODD渲染环绕数为奇数的区域
//TESS_WINDING_NONZERO渲染环绕数不为0的区域
//TESS_WINDING_ABS_GEQ_TWO渲染环绕数绝对值大于2的区域
//逆时针为正,顺时针为负
效果如下: