Hello Carsten,

many thanks for your quick reply!

Carsten Neumann wrote:
the nodes you pass in as world and ground to the navigator are used as the roots of a simple intersection test. So basically you should be able to set them both to the root of your scene, although that might be inefficient and perhaps even create false intersection if you have things like a skydome or similar.

I passed the scenes root node to the navigator...no change though. Intersections seems to happen - the navigator gets stuck at time - but not really usable. Are there standard
values for the actors height, width, fatness one should try?
sure to only have it invoked indirectly by calling glutPostRedisplay ?
It seems that moving the mouse triggers more calls to Navigator::moveTo than when it is called from Navigator::idle. Sorry, offhand I've no idea what might cause that or what to do about it.

I think we only used glutPostRedisplay. I will recheck.
Hm, it should not, as turning on the statistics only adds another foreground to the viewport. Depending on how/if you create your window or viewport you might confuse the SSM and it adds the SimpleStatisticsForeground to the wrong viewport perhaps ?

We added a shadowviewport to accomodate our shadows. Possibly using it the wrong way though.

A further more things that arose though:

----- Apart from using the OpenSG primitives, what would be the right way to construct objects oneself? We tried to construct the outer pyramid body, which seemed to
work, but how does one texture this?

Same for a ground map. I do have a height map for the scene, but couldn't really figure out what kind of object to use in OpenSG, are there any more predefined
objects?

Currently we are trying like this:

--------------------------------------------------------------------------

   GeometryPtr pyramidgeo=Geometry::create();
   beginEditCP (pyramidgeo, Geometry::TypesFieldMask    |
           Geometry::LengthsFieldMask   |
           Geometry::IndicesFieldMask   |
           Geometry::PositionsFieldMask |
           Geometry::MaterialFieldMask  );
   {
       pyramidgeo->setTypes    (pyramidtype);
       pyramidgeo->setLengths  (pyramidlens);
       pyramidgeo->setIndices  (pyramidindices);
       pyramidgeo->setPositions(pyramidpnts);
pyramidgeo->setMaterial (getDefaultMaterial()); }
   endEditCP (pyramidgeo, Geometry::TypesFieldMask    |
           Geometry::LengthsFieldMask   |
           Geometry::IndicesFieldMask   |
           Geometry::PositionsFieldMask |
           Geometry::MaterialFieldMask  );

---------------------------------------------------------

Where Types would be GL_TRIANGLES e.g.

Texturing these types doesn't seem to work though...do we have to generate normals etc.? Is there a simple code example somewhere which creates a non-primitive object and texturizes it?

---- Is there an easy way to get a pixels color value from an ImagePtr?

This could be really helpful for the heightmap etc. I was able to read the images width and height, but
had no clue how to get the color values.

Many thanks

Markus



        Hope it helps,
                Carsten

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--
--------------------------------------
Markus Wienhoefer
Laboratorium fuer Informationstechnologie

Schneiderberg 32
30167 Hannover

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