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scaleTexGen2D.cpp

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00001 /////////////////////////////////////////////////////////////////////
00002 // 6/27/02      Aaron Lefohn    Scientific Computing and Imaging Institute
00003 // School of Computing          University of Utah
00004 //
00005 //  This library is free software; you can redistribute it and/or
00006 //  modify it under the terms of the GNU Lesser General Public
00007 //  License as published by the Free Software Foundation; either
00008 //  version 2.1 of the License, or (at your option) any later version.
00009 //
00010 //  This library is distributed in the hope that it will be useful,
00011 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
00012 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
00013 //  Lesser General Public License for more details.
00014 //
00015 //  You should have received a copy of the GNU Lesser General Public
00016 //  License along with this library; if not, write to the Free Software
00017 //  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00018 ////////////////////////////////////////////////////////////////////////
00019 //
00020 // ScaleTexGen2D: Generate the 2D texture coordinates by dividing each 
00021 //                                vertex position by the dimension coordinate
00022 // 
00023 /////////////////////////////////////////////////////////////////////
00024 
00025 #include <texCoordGen/scaleTexGen2D.h>
00026 
00027 using namespace gutz;
00028 
00029 using namespace glift;
00030 
00031 arrayo2f ScaleTexGen2D::operator()( const arrayw2f& verts, const vec3f& dimen )
00032 {
00033    int numVerts   = verts.dim(0);
00034    int coordDimen = 2;
00035    arrayo2f texCoords( numVerts, 2, (float)0 );
00036 
00037    for(int v=0; v < numVerts; v++) {
00038       for(int c=0; c < coordDimen; c++) {
00039          texCoords[v][c] = verts[v][c] / dimen[c];
00040 
00041          /// TODO: These need to be deleted. They are for debugging.
00042          //float dshit = dimen[c];
00043          //float vshit = verts(v,c);//verts[v][c];
00044          //float shit = texCoords[v][c];
00045       }
00046    }
00047 
00048    return texCoords;
00049 }
00050 

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