verts[0].Set (0, 0, 0);
 verts[1].Set (10.0, 0, 0);
 verts[2].Set(0, 10.0, 0);

Those vertices are directly on the plane of the camera. That means you cannot
see it. Try putting the z component a bit in front of the camera (like 1 or 2).

Additionally you didn't set up a material for this mesh. That's needed.

Greetings,

On Mon, Jun 16, 2008 at 6:24 AM, Scott Johnson <[EMAIL PROTECTED]> wrote:
> Certainly.  It follows.
>
> Thanks!
>
> ~Scott
>
> Apptri3d.h:
> -----------------------
> #ifndef _APP_TRI3DTEST_H_
> #define _APP_TRI3DTEST_H_
>
> #include <iostream>
> #include <string>
> #include "crystalspace.h"
> #include "csgeom/triangulate3d.h"
>
> class Tri3DTest : public csApplicationFramework, public csBaseEventHandler {
>    private:
>        iObjectRegistry* object_reg;
>        csRef<iPluginManager> plugManager;
>        csRef<iEngine> engine;
>        csRef<iGraphics3D> g3d;
>    csRef<iView> view;
>    csRef<iLoader> loader;
>    iSector* room;
>        //csRef<iReporter> report;
>    csRef<iRenderManager> rm;
>
>    float rotX, rotY;
>
>    public:
>        Tri3DTest();
>
>        // Crystal Space Functions
>        bool OnInitialize(int argc, char* argv[]);
>        bool Application();
>    void Frame();
>    bool SetupModules();
>
>  CS_EVENTHANDLER_NAMES("application.tri3dtest")
>  CS_EVENTHANDLER_NIL_CONSTRAINTS
> };
>
> #endif
>
>
> Apptri3d.cpp:
> -----------------------
>
> #include "tri3dtest.h"
> #include "csgeom/plane3.h"
>
> using namespace std;
> using CS::Geom::Triangulate3D;
> using CS::Geom::csContour3;
>
> CS_IMPLEMENT_APPLICATION
>
> Tri3DTest::Tri3DTest()
> {
>    SetApplicationName("crystalspace.tri3dtest");
> }
>
> bool Tri3DTest::OnInitialize(int argc, char* argv[])
> {
>  if (!csInitializer::RequestPlugins(GetObjectRegistry(),
>    CS_REQUEST_VFS,
>    CS_REQUEST_OPENGL3D,
>    CS_REQUEST_ENGINE,
>    CS_REQUEST_FONTSERVER,
>    CS_REQUEST_IMAGELOADER,
>    CS_REQUEST_LEVELLOADER,
>    CS_REQUEST_REPORTER,
>    CS_REQUEST_REPORTERLISTENER,
>        CS_REQUEST_END))
>        return ReportError("Failed to initialize plugins!");
>
>    object_reg = GetObjectRegistry();
>
>  csBaseEventHandler::Initialize(object_reg);
>  if (!RegisterQueue(object_reg, csevAllEvents(GetObjectRegistry())))
>    return ReportError("Failed to set up event handler!");
>
>        plugManager = csQueryRegistry<iPluginManager> (object_reg);
>
>  return true;
> }
>
> bool Tri3DTest::Application()
> {
>    if (!OpenApplication(GetObjectRegistry()))
>        return ReportError("Error: Unable to fetch Object Registry!");
>
>    /* csPlane3 testing code
>
>    csVector3 norm(1, 0, 0);
>
>    csPlane3 myPlane(norm);
>
>    csVector3 p (3, 4, 16);
>    csVector3 newVector = myPlane.ProjectOnto(p);
>
>    ReportWarning("Projected vector: (%f, %f, %f)", newVector.x,
> newVector.y, newVector.z);
>
>    End of csPlane3 testing code */
>
>    /* Old Testing Code -- Will be reinserted later */
>    csContour3 polygon;
>
>    csVector3 point1(1, 1, 1);
>    csVector3 point2(1, 2, 1);
>    csVector3 point3(1, 3, 1);
>    csVector3 point4 (1, 4, 1);
>
>    polygon.Insert(0, point1);
>    polygon.Insert(1, point2);
>    polygon.Insert(2, point3);
>    polygon.Insert(3, point4);
>
>    /*
>    csVector3 point1(0, 10.0, 10.0);
>    csVector3 point2(0, -10.0, 10.0);
>    csVector3 point3(0.0, -10.0, -10.0);
>    csVector3 point4(20.0, 5.0, -10.0);
>    csVector3 point5(10.0, 0.0, -10.0);
>    csVector3 point6(0, 10.0, -10.0);
>
>    polygon.Insert(0, point1);
>    polygon.Insert(1, point2);
>    polygon.Insert(2, point3);
>    polygon.Insert(3, point4);
>    polygon.Insert(4, point5);
>    polygon.Insert(5, point6);
>    */
>
>    csContour3 result_vertices;
>    csTriangleMesh result;
>
>  // set result to be some value, so that we can draw it
>  result.AddVertex(csVector3(0.0, 0.0, 0.0));
>  result.AddVertex(csVector3(5.0, 0.0, 0.0));
>  result.AddVertex(csVector3(0.0, 5.0, 0.0));
>
>  result.AddTriangle(0, 1, 2);
>
>    //Triangulate3D::Process(polygon, result);
>    /* End of Old testing code */
>
>    /* Testing Code for new addition to csTriangleMesh: AddTriangleMesh()
>
>    csTriangleMesh mesh1, mesh2;
>    csVector3 *verts1, *verts2;
>    csTriangle *tris1, *tris2;
>
>    mesh1.AddVertex(csVector3(0.0, 0.0, 0.0));
>    mesh1.AddVertex(csVector3(1.0, 1.0, 1.0));
>    mesh1.AddVertex(csVector3(2.0, 2.0, 2.0));
>    mesh1.AddTriangle(0, 1, 2);
>
>    verts1 = mesh1.GetVertices();
>    tris1 = mesh1.GetTriangles();
>
>    mesh2.AddVertex(csVector3(11.0, 11.0, 11.0));
>    mesh2.AddVertex(csVector3(15.0, 15.0, 15.0));
>    mesh2.AddVertex(csVector3(20.0, 20.0, 20.0));
>    mesh2.AddTriangle(0, 1, 2);
>
>    verts2 = mesh2.GetVertices();
>    tris2 = mesh2.GetTriangles();
>
>    ReportWarning("Mesh 1 contains %d vertices.  Mesh 2 contains %d
> vertices", mesh1.GetVertexCount(), mesh2.GetVertexCount());
>    ReportWarning("Mesh 1 contains %d triangles.  Mesh 2 contains %d
> triangles", mesh1.GetTriangleCount(), mesh2.GetTriangleCount());
>
>    for (int i = 0; i < (int)mesh1.GetVertexCount(); i++)
>    {
>        ReportWarning("Mesh 1 vertex number %d: (%f, %f, %f)", i,
> verts1[i].x, verts1[i].y, verts1[i].z);
>    }
>
>    for (int i = 0; i < (int)mesh2.GetVertexCount(); i++)
>    {
>        ReportWarning("Mesh 2 vertex number %d: (%f, %f, %f)", i,
> verts2[i].x, verts2[i].y, verts2[i].z);
>    }
>
>    for (int i = 0; i < (int)mesh1.GetTriangleCount(); i++)
>    {
>        ReportWarning("Mesh 1 Triangle number %d connects vertices %d,
> %d, and %d", i, tris1[i].a, tris1[i].b, tris1[i].c);
>    }
>
>    for (int i = 0; i < (int)mesh2.GetTriangleCount(); i++)
>    {
>        ReportWarning("Mesh 2 Triangle number %d connects vertices %d,
> %d, and %d", i, tris2[i].a, tris2[i].b, tris2[i].c);
>    }
>
>    ReportWarning("Merging mesh 1 into mesh2...");
>
>    mesh2.AddTriangleMesh(mesh1);
>
>    for (int i = 0; i < (int)mesh2.GetVertexCount(); i++)
>    {
>        ReportWarning("Mesh 2 vertex number %d: (%f, %f, %f)", i,
> verts2[i].x, verts2[i].y, verts2[i].z);
>    }
>
>    for (int i = 0; i < (int)mesh2.GetTriangleCount(); i++)
>    {
>        ReportWarning("Mesh 2 Triangle number %d connects vertices %d,
> %d, and %d", i, tris2[i].a, tris2[i].b, tris2[i].c);
>    }
>    */
>
>    //csTriangle tri = result.GetTriangle(0);
>
>    //size_t numTris = result.GetTriangleCount();
>
>    //ReportWarning("Number of Triangles: %d", numTris);
>
>  if (SetupModules())
>  {
>      Run();
>  }
>
>  return true;
> }
>
> bool Tri3DTest::SetupModules()
> {
>  // Now get the pointer to various modules we need. We fetch them
>  // from the object registry. The RequestPlugins() call we did earlier
>  // registered all loaded plugins with the object registry.
>  g3d = csQueryRegistry<iGraphics3D> (GetObjectRegistry());
>  if (!g3d) return ReportError("Failed to locate 3D renderer!");
>
>  engine = csQueryRegistry<iEngine> (GetObjectRegistry());
>  if (!engine) return ReportError("Failed to locate 3D engine!");
>
>  //vc = csQueryRegistry<iVirtualClock> (GetObjectRegistry());
>  //if (!vc) return ReportError("Failed to locate Virtual Clock!");
>
>  //kbd = csQueryRegistry<iKeyboardDriver> (GetObjectRegistry());
>  //if (!kbd) return ReportError("Failed to locate Keyboard Driver!");
>
>  loader = csQueryRegistry<iLoader> (GetObjectRegistry());
>  if (!loader) return ReportError("Failed to locate Loader!");
>
>  // We need a View to the virtual world.
>  view.AttachNew(new csView (engine, g3d));
>  iGraphics2D* g2d = g3d->GetDriver2D ();
>
>  // We use the full window to draw the world.
>  view->SetRectangle (0, 0, g2d->GetWidth (), g2d->GetHeight ());
>
>  // First disable the lighting cache. Our app is simple enough
>  // not to need this.
>  engine->SetLightingCacheMode (0);
>
>  // Let the engine prepare all lightmaps for use and also free all images
>  // that were loaded for the texture manager.
>  engine->Prepare ();
>
>  // these are used store the current orientation of the camera
>  rotY = rotX = 0;
>
>  // Now we need to position the camera in our world.
>  view->GetCamera ()->GetTransform ().SetOrigin (csVector3 (0, 0, -10));
>  view->GetCamera ()->GetTransform ().LookAt (csVector3(0, 0, 0),
> csVector3(0, 1, 0));
> }
>
> void Tri3DTest::Frame()
> {
>  // we want to draw result
>  csSimpleRenderMesh rendMesh;
>  rendMesh.object2world.Identity();
>
>  csVector3 verts[2];
>  verts[0].Set (0, 0, 0);
>  verts[1].Set (10.0, 0, 0);
>  verts[2].Set(0, 10.0, 0);
>
>  csVector4 cols[2];
>  cols[0].Set(1.0, 0.0, 0.0, 1.0);
>  cols[1].Set(1.0, 0.0, 0.0, 1.0);
>  cols[2].Set(1.0, 0.0, 0.0, 1.0);
>
>  rendMesh.vertices = verts; //result.GetVertices();
>  rendMesh.vertexCount = 3; //result.GetVertexCount();
>  rendMesh.colors = cols;
>
>  rendMesh.meshtype = CS_MESHTYPE_TRIANGLES;
>  csAlphaMode alf;
>  alf.alphaType = alf.alphaSmooth;
>  alf.autoAlphaMode = false;
>  rendMesh.alphaType = alf;
>
>  g3d->BeginDraw(engine->GetBeginDrawFlags() | CSDRAW_3DGRAPHICS);
>  view->Draw();
>  g3d->DrawSimpleMesh(rendMesh, 0);
>  g3d->FinishDraw();
> }
>
> int main(int argc, char** argv)
> {
>    return csApplicationRunner<Tri3DTest>::Run (argc, argv);
> }
>
>
> Jorrit Tyberghein wrote:
>> On Mon, Jun 16, 2008 at 4:55 AM, Scott Johnson <[EMAIL PROTECTED]> wrote:
>>
>>> Hmm.... for some odd reason, this still doesn't want to draw anything.
>>> Any other suggestions?
>>>
>>
>> Can you give the complete source code you have so far?
>>
>> Greetings,
>>
>>
>
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