2009/5/22 Paul Griffiths <gaffe...@gmail.com>: > > Simon Hammett wrote: >> >> Okies, if memory serves me correctly, the clip planes aren't in world >> coordinates, >> I think they are in eye coordinates. >> >> So that would be take the local intersection coordinate and transform it >> using >> computeLocalToEye (in osg/Transform) and test that point. >> >> If that doesn't work, you'll need to post another question for how to do >> that. > > > Im a little confused how to do what you have suggested. > the method is : Matrix computeLocalToEye(const Matrix& modelview, const > NodePath& nodePath, bool ignoreCameras = true)
if you have a viewer, the model view matrix is pViewer->getCamera()->getViewMatrix(); > what do i put for the modelView? is the nodePath from the picker? > and do i go like pt *= computeLocalToEye(modelview, nodePath) to transform > the point? I think so. Try that. If it doesn't work I'm out of ideas, but I'll have a play when I get home tonight. > And thanks for all your help :))) > No worries. You've got me interested in this, I'm probably going to need something similar for the stuff I'm doing at some point. -- http://www.ssTk.co.uk _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org