I'm writing a program that creates a mosaic using filler images. I'm having an issue with accessing the private data for the pixels for each filler image. I can get the pixels from the source image (image* displayed) but when I try to get the filler image to size down specific to the block size entered, I lose the data. The filler images need to be resized to the blockheight and blockwidth so that they can properly fit the source image height and width, that is the goal of the resizeFillerImage function. I am using linked links when loading the folder with all the filler images, and I do get the averages right when I load them into the program. The pixel** array is private data within a main Image class that contains the fillerImage class, and I cannot change this, so I need to be able to get the pixels for the filler images and set them to the temporary copy image I create.
Here is my code:
Globals:
image* displayed;
fillerNode* head = NULL;
fillerNode* head2 = NULL;
fillerNode* temp1;
fillerNode* shrinkedList;
//This function will resize each filler image based on the block size
void resizeFillerImage(int blockWidth, int blockHeight)
{
int blockSize = blockWidth * blockHeight;
int avgRed = 0, avgGreen = 0, avgBlue = 0;
image* temp = new image;
temp->createNewImage(displayed->getWidth() / blockWidth, displayed->getHeight() / blockHeight);
pixel** shrinkPix = temp->getPixels(); //THIS IS WHERE I GET THE ERROR
//The pixel numbers get reset instead of being assigned to temp
for (int i = 0; i < displayed->getHeight() / blockHeight; i++)
{
for (int j = 0; j < displayed->getWidth() / blockWidth; j++)
{
for (int k = 0; k < blockHeight; k++)
{
for (int m = 0; m < blockWidth; m++)
{
avgRed = avgRed + shrinkPix[i * blockHeight + k][j * blockWidth + m].red;
avgGreen = avgGreen + shrinkPix[i * blockHeight + k][j * blockWidth + m].green;
avgBlue = avgBlue + shrinkPix[i * blockHeight + k][j * blockWidth + m].blue;
}
}
avgRed = avgRed / blockSize;
avgGreen = avgGreen / blockSize;
avgBlue = avgBlue / blockSize;
shrinkPix[i][j].red = avgRed;
shrinkPix[i][j].green = avgGreen;
shrinkPix[i][j].blue = avgBlue;
avgRed = 0;
avgGreen = 0;
avgBlue = 0;
}
}
for (int i = 0; i < displayed->getHeight(); i++)
{
for (int j = 0; j < displayed->getWidth(); j++)
{
if ((i > displayed->getHeight() / blockHeight) || (j > displayed->getWidth() / blockWidth))
{
shrinkPix[i][j].red = 0;
shrinkPix[i][j].green = 0;
shrinkPix[i][j].blue = 0;
}
}
}
displayed = temp;
return;
}
//This function should generate the photomosaic from the loaded image. Each filler image should represent a section of the original image
//that is blockWidth by blockHeight big.
void generateMosaic(int blockWidth, int blockHeight)
{
for (int i = FIRST_FILLER_NUMBER; i <= LAST_FILLER_NUMBER; i++)
{
shrinkedList = new fillerNode;
fillerImage* tempImage = new fillerImage();
resizeFillerImage(blockHeight, blockHeight);
}
}
Here is the fillerImage class:
fillerImage::fillerImage() //constructor
{
this->timesUsed = 0;
this->averageColor.red = 0;
this->averageColor.green = 0;
this->averageColor.blue = 0;
}
fillerImage::fillerImage(string filename) : image(filename)
{
timesUsed = 0;
}
fillerImage::~fillerImage() //destructor
{
timesUsed = NULL;
averageColor.red = NULL;
averageColor.green = NULL;
averageColor.blue = NULL;
}
void fillerImage::calculateAverageColor() //calcuate the average color assign that color to private member averageColor
{
pixel** pix = getPixels();
int area = FILLER_IMAGE_HEIGHT * FILLER_IMAGE_WIDTH;
int totRed = 0, totGreen = 0, totBlue = 0;
for (int i = 0; i < FILLER_IMAGE_HEIGHT; i++)
{
for (int j = 0; j < FILLER_IMAGE_WIDTH; j++)
{
totRed += pix[i][j].red;
totGreen += pix[i][j].green;
totBlue += pix[i][j].blue;
}
}
averageColor.red = totRed / area;
averageColor.green = totGreen / area;
averageColor.blue = totBlue / area;
}
pixel fillerImage::getAverageColor() //return the average color
{
return this->averageColor;
}
int fillerImage::getTimesUsed() //return how many times this fillerimage has been used
{
return this->timesUsed;
}
void fillerImage::setTimesUsed(int used) //assign "used" to timesUsed
{
this->timesUsed = used;
}
FillerNode struct:
struct fillerNode{
fillerImage *data;
fillerNode *pre;
fillerNode *next;
};
Image Class header:
class image {
public:
image(); //the image constructor (initializes everything)
image(string filename); //a image constructor that directly loads an image from disk
~image(); //the image destructor (deletes the dynamically created pixel array)
void createNewImage(int width, int height); //this function deletes any current image data and creates a new blank image
//with the specified width/height and allocates the needed number of pixels
//dynamically.
bool loadImage(string filename); //load an image from the specified file path. Return true if it works, false if it is not a valid image.
//Note that we only accept images of the RGB 8bit colorspace!
void saveImage(string filename); //Save an image to the specified path
pixel** getPixels(); //return the 2-dimensional pixels array
int getWidth(); //return the width of the image
int getHeight(); //return the height of the image
void viewImage(CImage* myImage); //This function is called by the windows GUI. It returns the image in format the GUI understands.
private:
void pixelsToCImage(CImage* myImage); //this function is called internally by the image class.
//it converts our pixel object array to a standard BGR uchar array with word spacing.
//(Don't worry about what this does)
pixel** pixels; // pixel data array for image
int width, height; // stores the image dimensions
};
The error was that I created a copy of the source image and then tried to get pixels from an empty copy, so I created another 2D pixel array and got the pixels there, and used each array accordingly.
pixel** myPix = displayed->getPixels();
int height = displayed->getHeight();
int width = displayed->getWidth();
image* temp = new image;
temp->createNewImage(displayed->getWidth() / blockWidth, displayed->getHeight() / blockHeight);
pixel** shrinkPix = temp->getPixels();
for (int i = 0; i < displayed->getHeight() / blockHeight; i++)
{
for (int j = 0; j < displayed->getWidth() / blockWidth; j++)
{
for (int k = 0; k < blockHeight; k++)
{
for (int m = 0; m < blockWidth; m++)
{
avgRed = avgRed + myPix[i * blockHeight + k][j * blockWidth + m].red;
avgGreen = avgGreen + myPix[i * blockHeight + k][j * blockWidth + m].green;
avgBlue = avgBlue + myPix[i * blockHeight + k][j * blockWidth + m].blue;
}
}
avgRed = avgRed / blockSize;
avgGreen = avgGreen / blockSize;
avgBlue = avgBlue / blockSize;
shrinkPix[i][j].red = avgRed;
shrinkPix[i][j].green = avgGreen;
shrinkPix[i][j].blue = avgBlue;
avgRed = 0;
avgGreen = 0;
avgBlue = 0;
}
}
for (int i = 0; i < displayed->getHeight(); i++)
{
for (int j = 0; j < displayed->getWidth(); j++)
{
if ((i > displayed->getHeight() / blockHeight) || (j > displayed->getWidth() / blockWidth))
{
myPix[i][j].red = 0;
myPix[i][j].green = 0;
myPix[i][j].blue = 0;
}
}
}
Related
I am wanting to move through an image and take a 5x5 grid centered around each pixel in the image. I then want to sum that grid and compare it to a threshold.
int main()
{
Mat element = getStructuringElement(MORPH_RECT, Size(7, 7));
Mat im = imread("blob.png", IMREAD_GRAYSCALE);
bool fromCenter = false;
namedWindow("Crop frame", WINDOW_NORMAL);
Rect2d r = selectROI("Crop frame", im, fromCenter);
im = im(r);
erode(im, im, element);
Mat clone = im;
int sectionSize = 4;
int width = im.cols - sectionSize/2;
int height = im.rows - sectionSize/2;
int sum = 0;
int counter = 0;
for (int i = sectionSize/2; i < width; i++) {
for (int j = sectionSize/2; j < height; j++) {
Rect rect = Rect(i, j, sectionSize, sectionSize);
rect -= Point(rect.width / 2, rect.height / 2);
Mat temp = im(rect);
for (int x = 0; x < temp.cols; x++) {
for (int y = 0; y < temp.rows; y++) {
int pixelValue = (int)temp.at<uchar>(y, x);
sum += pixelValue;
}
}
cout << sum << endl;
if (sum > 3800) {
clone.at<uchar>(j, i) = 255;
}
else {
clone.at<uchar>(j, i) = 0;
}
namedWindow("erode", WINDOW_NORMAL);
imshow("erode", clone);
waitKey(1);
sum = 0;
}
}
}
I am getting fluctuations in the pixel sum based on where I select my ROI in the image even when both over white space Also, my pixel sum is changing when I change the value of the clone pixel in this section of the code which I do not understand at all:
if (sum > 3800) {
clone.at<uchar>(j, i) = 255;
}
else {
clone.at<uchar>(j, i) = 0;
}
I'm trying to use GPU Delegate in Tensorflow Lite on iOS. My model has inputs and outputs as OpenCV BGR image ([258, 540, 3]). How can I set inputs and outputs in C++ tensorflow lite interpreter? I tried to use this code
int input = interpreter->inputs()[0];
float* out = interpreter->typed_tensor<float>(input);
NSData* slicedData = [self inputDataFromCvMat:slicedImage];
uint8_t* in = (uint8_t*) slicedData.bytes;
ProcessInputWithFloatModel(in, out, WIDTH, HEIGHT, CHANNELS);
void ProcessInputWithFloatModel(uint8_t* input, float* buffer, int image_width, int image_height, int image_channels) {
for (int y = 0; y < wanted_input_height; ++y) {
float* out_row = buffer + (y * wanted_input_width * wanted_input_channels);
for (int x = 0; x < wanted_input_width; ++x) {
const int in_x = (y * image_width) / wanted_input_width;
const int in_y = (x * image_height) / wanted_input_height;
uint8_t* input_pixel =
input + (in_y * image_width * image_channels) + (in_x * image_channels);
float* out_pixel = out_row + (x * wanted_input_channels);
for (int c = 0; c < wanted_input_channels; ++c) {
out_pixel[c] = (input_pixel[c] - input_mean) / input_std;
}
}
}
}
- (NSData *)inputDataFromCvMat:(Mat)image {
NSMutableData *inputData = [[NSMutableData alloc] initWithCapacity:0];
for (int row = 0; row < HEIGHT + 10; row++) {
for (int col = 0; col < WIDTH + 10; col++) {
Vec3b intensity = image.at<Vec3b>(row, col);
int blue = intensity.val[0];
int green = intensity.val[1];
int red = intensity.val[2];
// we need to put pixel values in BGR (model was trained with opencv)
[inputData appendBytes:&blue length:sizeof(blue)];
[inputData appendBytes:&green length:sizeof(green)];
[inputData appendBytes:&red length:sizeof(red)];
}
}
return inputData;
}
but I don't know what is wrong
After some research, I managed to get it working
const int wanted_input_width = 258;
const int wanted_input_height = 540;
const int wanted_input_channels = 3;
Mat image = ...
// write to input
int input = interpreter->inputs()[0];
float* out = interpreter->typed_tensor<float>(input);
uint8_t* in = image.ptr<uint8_t>(0);
ProcessInputWithFloatModel(in, out);
// run interpreter
if (interpreter->Invoke() != kTfLiteOk) {
LOG(FATAL) << "Failed to invoke!";
}
// get output
int output_idx = interpreter->outputs()[0];
float* output = interpreter->typed_output_tensor<float>(output_idx);
Mat outputMat = ProcessOutputWithFloatModel(output);
/// Preprocess the input image and feed the TFLite interpreter buffer for a float model.
void ProcessInputWithFloatModel(uint8_t* input, float* buffer) {
for (int y = 0; y < wanted_input_height; ++y) {
float* out_row = buffer + (y * wanted_input_width * wanted_input_channels);
for (int x = 0; x < wanted_input_width; ++x) {
uint8_t* input_pixel = input + (y * wanted_input_width * wanted_input_channels) + (x * wanted_input_channels);
float* out_pixel = out_row + (x * wanted_input_channels);
for (int c = 0; c < wanted_input_channels; ++c) {
out_pixel[c] = input_pixel[c] / 255.0f;
}
}
}
}
Mat ProcessOutputWithFloatModel(float* input) {
cv::Mat image = cv::Mat::zeros(wanted_input_height, wanted_input_width, CV_8UC3);
for (int y = 0; y < wanted_input_height; ++y) {
for (int x = 0; x < wanted_input_width; ++x) {
float* input_pixel = input + (y * wanted_input_width * wanted_input_channels) + (x * wanted_input_channels);
cv::Vec3b & color = image.at<cv::Vec3b>(cv::Point(x, y));
color[0] = (uchar) floor(input_pixel[0] * 255.0f);
color[1] = (uchar) floor(input_pixel[1] * 255.0f);
color[2] = (uchar) floor(input_pixel[2] * 255.0f);
}
}
return image;
}
My code seems to have a bug somewhere but I just can't catch it. I'm passing a 2d array to three sequential functions. First function populates it, second function modifies the values to 1's and 0's, the third function counts the 1's and 0's. I can access the array easily inside the first two functions, but I get an access violation at the first iteration of the third one.
Main
text_image_data = new int*[img_height];
for (i = 0; i < img_height; i++) {
text_image_data[i] = new int[img_width];
}
cav_length = new int[numb_of_files];
// Start processing - load each image and find max cavity length
for (proc = 0; proc < numb_of_files; proc++)
{
readImage(filles[proc], text_image_data, img_height, img_width);
threshold = makeBinary(text_image_data, img_height, img_width);
cav_length[proc] = measureCavity(bullet[0], img_width, bullet[1], img_height, text_image_data);
}
Functions
int makeBinary(int** img, int height, int width)
{
int threshold = 0;
unsigned long int sum = 0;
for (int k = 0; k < width; k++)
{
sum = sum + img[1][k] + img[2][k] + img[3][k] + img[4][k] + img[5][k];
}
threshold = sum / (width * 5);
for (int i = 0; i < height; i++)
{
for (int j = 0; j < width; j++)
{
img[i][j] = img[i][j] > threshold ? 1 : 0;
}
}
return threshold;
}
// Count pixels - find length of cavity here
int measureCavity(int &x, int& width, int &y, int &height, int **img)
{
double mean = 1.;
int maxcount = 0;
int pxcount = 0;
int i = x - 1;
int j;
int pxsum = 0;
for (j = 0; j < height - 2; j++)
{
while (mean > 0.0)
{
for (int ii = i; ii > i - 4; ii--)
{
pxsum = pxsum + img[ii][j] + img[ii][j + 1];
}
mean = pxsum / 4.;
pxcount += 2;
i += 2;
pxsum = 0;
}
maxcount = std::max(maxcount, pxcount);
pxcount = 0;
j++;
}
return maxcount;
}
I keep getting an access violation in the measureCavity() function. I'm passing and accessing the array text_image_data the same way as in makeBinary() and readImage(), and it works just fine for those functions. The size is [550][70], I'm getting the error when trying to access [327][0].
Is there a better, more reliable way to pass this array between the functions?
I am trying to implement a sobel operator in both horizontal and vertical direction. But somehow I am getting the reverse output. The code I have attached below. For the horizontal mask
char mask [3][3]= {{-1,-2,-1},{0,0,0},{1,2,1}};
void masking(Mat image){
Mat temImage= image.clone();
for (int i = 1; i < image.rows-1; i++)
{
for (int j = 1; j < image.cols-1; j++)
{
for(int k=0;k<3;k++)
{
int pixel1 = image.at<Vec3b>(i-1,j-1)[k] * -1;
int pixel2 = image.at<Vec3b>(i,j-1)[k] * -2;
int pixel3 = image.at<Vec3b>(i+1,j-1)[k] * -1;
int pixel4 = image.at<Vec3b>(i-1,j)[k] * 0;
int pixel5 = image.at<Vec3b>(i,j)[k] * 0;
int pixel6 = image.at<Vec3b>(i+1,j)[k] * 0;
int pixel7 = image.at<Vec3b>(i-1,j+1)[k] * 1;
int pixel8 = image.at<Vec3b>(i,j+1)[k] * 2;
int pixel9 = image.at<Vec3b>(i+1,j+1)[k] * 1;
int sum = pixel1 + pixel2 + pixel3 + pixel4 + pixel5 + pixel6 + pixel7 + pixel8 + pixel9;
if(sum < 0)
{
sum = 0;
}
if(sum > 255)
sum = 255;
temImage.at<Vec3b>(i,j)[k] = sum;
}
}
}
//printf("conter = %d",counter);
imshow( "Display", temImage );
imwrite("output1.png",temImage);
}
I am getting the output as
where as for the vertical mask
char mask [3][3]= {{-1,0,1},{-2,0,2},{-1,0,1}};
void masking(Mat image){
Mat temImage= image.clone();
for (int i = 1; i < image.rows-1; i++)
{
for (int j = 1; j < image.cols-1; j++)
{
for(int k=0;k<3;k++)
{
int pixel1 = image.at<Vec3b>(i-1,j-1)[k] * -1;
int pixel2 = image.at<Vec3b>(i,j-1)[k] * 0;
int pixel3 = image.at<Vec3b>(i+1,j-1)[k] * 1;
int pixel4 = image.at<Vec3b>(i-1,j)[k] * -2;
int pixel5 = image.at<Vec3b>(i,j)[k] * 0;
int pixel6 = image.at<Vec3b>(i+1,j)[k] * 2;
int pixel7 = image.at<Vec3b>(i-1,j+1)[k] * -1;
int pixel8 = image.at<Vec3b>(i,j+1)[k] * 0;
int pixel9 = image.at<Vec3b>(i+1,j+1)[k] * 1;
int sum = pixel1 + pixel2 + pixel3 + pixel4 + pixel5 + pixel6 + pixel7 + pixel8 + pixel9;
if(sum < 0)
{
sum = 0;
}
if(sum > 255)
sum = 255;
temImage.at<Vec3b>(i,j)[k] = sum;
}
}
}
//printf("conter = %d",counter);
imshow( "Display", temImage );
imwrite("output1.png",temImage);
}
I am getting output as
The main function is attached below
int main( int argc, char** argv ){
Mat input_image = imread("sobel1.jpg",1);
masking(input_image);
waitKey(0);
return 0;
}
According the the guide https://www.tutorialspoint.com/dip/sobel_operator.htm I should get reverse output. Can anyone help me in this
The original image is
No, the tutorial is not wrong, it talks about masks and not gradients. The weak point of that tutorial is that it doesn't mention we are calculating horizontal gradients using what they call the vertical mask.
I am getting a bit confused as to why my manually created mesh is not appearing correctly. I have created the vertex and index buffers and they seem (although I am not 100% sure) to contain the correct values.
Essentially I am creating a grid of mapSize * mapSize vetrices, at a height of 0, then creating the triangles out of them.
void TerrainGeneration::createTerrainMesh() {
/// Create the mesh via the MeshManager
Ogre::MeshPtr msh = Ogre::MeshManager::getSingleton().createManual("TerrainTest", "General");
Ogre::SubMesh* sub = msh->createSubMesh();
const size_t nVertices = mapSize*mapSize;
const size_t vbufCount = 3*2*nVertices;
float vertices[vbufCount];
size_t vBufCounter = 0;
for(int z = 0; z < mapSize; z++) {
for(int x = 0; x < mapSize; x++) {
//Position
vertices[vBufCounter] = x;
vertices[vBufCounter+1] = 0;
vertices[vBufCounter+2] = z;
//Normal
vertices[vBufCounter+3] = 0;
vertices[vBufCounter+4] = 1;
vertices[vBufCounter+5] = 0;
vBufCounter += 6;
}
}
Ogre::RenderSystem* rs = Ogre::Root::getSingleton().getRenderSystem();
Ogre::RGBA colours[nVertices];
Ogre::RGBA *pColour = colours;
//Create triangles
const size_t ibufCount = 6*(mapSize - 1)*(mapSize - 1);
unsigned int faces[ibufCount];
size_t iBufCounter = 0;
for(int x=0; x <= mapSize -2; x++) {
for(int y=0; y <= mapSize -2; y++) {
faces[iBufCounter] = vertices[(y*mapSize) + x];
faces[iBufCounter+1] = vertices[((y+1)*mapSize) + x];
faces[iBufCounter+2] = vertices[((y+1)*mapSize) + (x+1)];
faces[iBufCounter+3] = vertices[(y*mapSize) + x];
faces[iBufCounter+4] = vertices[((y+1)*mapSize) + (x+1)];
faces[iBufCounter+5] = vertices[(y*mapSize) + (x+1)];
iBufCounter += 6;
}
}
/// Create vertex data structure for n*n vertices shared between submeshes
msh->sharedVertexData = new Ogre::VertexData();
msh->sharedVertexData->vertexCount = nVertices;
/// Create declaration (memory format) of vertex data
Ogre::VertexDeclaration* decl = msh->sharedVertexData->vertexDeclaration;
size_t offset = 0;
// 1st buffer
decl->addElement(0, offset, Ogre::VET_FLOAT3, Ogre::VES_POSITION);
offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3);
decl->addElement(0, offset, Ogre::VET_FLOAT3, Ogre::VES_NORMAL);
offset += Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3);
/// Allocate vertex buffer of the requested number of vertices (vertexCount)
/// and bytes per vertex (offset)
Ogre::HardwareVertexBufferSharedPtr vbuf =
Ogre::HardwareBufferManager::getSingleton().createVertexBuffer(
offset, msh->sharedVertexData->vertexCount, Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY);
/// Upload the vertex data to the card
vbuf->writeData(0, vbuf->getSizeInBytes(), vertices, true);
/// Set vertex buffer binding so buffer 0 is bound to our vertex buffer
Ogre::VertexBufferBinding* bind = msh->sharedVertexData->vertexBufferBinding;
bind->setBinding(0, vbuf);
/// Allocate index buffer of the requested number of vertices (ibufCount)
Ogre::HardwareIndexBufferSharedPtr ibuf = Ogre::HardwareBufferManager::getSingleton().
createIndexBuffer(
Ogre::HardwareIndexBuffer::IT_16BIT,
ibufCount,
Ogre::HardwareBuffer::HBU_STATIC_WRITE_ONLY);
/// Upload the index data to the card
ibuf->writeData(0, ibuf->getSizeInBytes(), faces, true);
/// Set parameters of the submesh
sub->useSharedVertices = true;
sub->indexData->indexBuffer = ibuf;
sub->indexData->indexCount = ibufCount;
sub->indexData->indexStart = 0;
/// Set bounding information (for culling)
msh->_setBounds(Ogre::AxisAlignedBox(-5000,-5000,-5000,5000,5000,5000));
//msh->_setBoundingSphereRadius(Ogre::Math::Sqrt(3*100*100));
/// Notify -Mesh object that it has been loaded
msh->load();
}
I initialise the mesh and load it as follows
Ogre::Entity* thisEntity = mSceneMgr->createEntity("cc", "TerrainTest", "General");
thisEntity->setMaterialName("Examples/Rockwall");
Ogre::SceneNode* thisSceneNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
thisSceneNode->setPosition(0, 0, 0);
thisSceneNode->attachObject(thisEntity);
Any insight would be greatly appreciated.
Ok so I got an answer off the Ogre3d forums from a very helpful person called bstone.
It turns out that when creating my index list to create the faces I was mistakenly passing coordinates from the vertex list rather than indexes of the vertices.
faces[iBufCounter] = vertices[(y*mapSize) + x];
faces[iBufCounter+1] = vertices[((y+1)*mapSize) + x];
faces[iBufCounter+2] = vertices[((y+1)*mapSize) + (x+1)];
faces[iBufCounter+3] = vertices[(y*mapSize) + x];
faces[iBufCounter+4] = vertices[((y+1)*mapSize) + (x+1)];
faces[iBufCounter+5] = vertices[(y*mapSize) + (x+1)];
Should have been
faces[iBufCounter] = (y*mapSize) + x;
faces[iBufCounter+1] = ((y+1)*mapSize) + x;
faces[iBufCounter+2] = ((y+1)*mapSize) + (x+1);
faces[iBufCounter+3] = (y*mapSize) + x;
faces[iBufCounter+4] = ((y+1)*mapSize) + (x+1);
faces[iBufCounter+5] = (y*mapSize) + (x+1);
However I still have a problem in my code somewhere, although from what others have said it probably isn't in this code that i've posted.
Another user also proposed that I create the terrain ina much simpler way and posted the following code
int mapSize = 16;
Ogre::ManualObject *man = m_sceneManager->createManualObject("TerrainTest");
man->begin("Examples/Rockwall",Ogre::RenderOperation::OT_TRIANGLE_LIST);
for(int z = 0; z < mapSize; ++z)
{
for(int x = 0; x < mapSize; ++x)
{
man->position(x,0,z);
man->normal(0,1,0);
man->textureCoord(x,z);
}
}
for(int z = 0; z < mapSize-1; ++z)
{
for(int x = 0; x < mapSize-1; ++x)
{
man->quad((x) + (z) * mapSize, (x) + (z + 1) * mapSize, (x + 1) + (z + 1) * mapSize, (x + 1) + (z) * mapSize);
}
}
man->end();
m_sceneManager->getRootSceneNode()->attachObject(man);