Greetings.

I'm new to this list, working with Eric Maslowski to track down the
"flickering frustum".  I've boiled it down to a fairly compact test program
that demonstrates the behavior:

// This program demonstrates a possible bug involving
//
//    osg::RenderAction::setAutoFrustum
//    osg::RenderAction::setVolumeDrawing
//
// If setAutoFrustum is true, and if the scene graph geometry is under a
// non-zero translation, then VolumeDrawing renders a box (or a frustum?)
// that includes the camera beacon position and extends in the direction
// of the scene translation.  This box appears to translate with the camera
// beacon but maintains a constant size and orientation in world
// coordinates -- it does not resize or reorient as the beacon moves
// relative to the scene.  In general, this box does not include the scene
// geometry -- it often appears empty as the camera beacon moves around the
// world.
//
// The box does not appear if setAutoFrustum is initially false, or if the
// scene geometry is not translated (or is translated by (0, 0, 0)).
//
// Additionally, the VolumeDrawing behaves differently for scenes loaded from
// ".obj" versus ".wrl" files:
//
// *  With ".obj" scenes, the volume color changes from green to blue as soon
//    as the volume intersects the view frustum (at the edge of the viewport).
//
// *  With ".wrl" scenes, there appear to be two coincident volume boxes, one
//    of which changes from green to blue while the other stays green.  The
//    edges of the visible box are speckled blue and green.

I will be happy to send the test code to anyone who wants to examine this:

   bug_01.cpp    331 lines
   bug_01.h       36 lines
   Libraries.h    52 lines (#defines and #pragmas for Microsoft Visual Studio)
   GLFW.h        487 lines (http://glfw.sourceforge.net)
   tetra.wrl      54 lines
   tetra.obj      21 lines
   tetra.mtl       9 lines

Regards,

-- 

Ted Hall
Research Computer Specialist 
University of Michigan 3D Lab

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