I'm trying to implement frustum culling in my application. My geometry is contained in bounding boxes. So I create a polytope with the camera matrices:
Code: osg::Matrix viewMatrix; viewMatrix.identity(); viewMatrix.makeLookAt(...); osg::Matrix projectionMatrix; projectionMatrix.identity(); projectionMatrix.makePerspective(...); osg::Matrix mvpw = viewMatrix * projectionMatrix; //osg::Matrix mvpi = osg::Matrix::inverse(mvpw); osg::Polytope frustum; frustum.setToUnitFrustum(); frustum.transform(mvpw); Like this the intersection with the other bounding boxes fails, the only way I can get it to work is: Code: osg::Matrix mvpw = viewMatrix * projectionMatrix; osg::Matrix mvpi = osg::Matrix::inverse(mvpw); osg::Polytope frustum; frustum.setToUnitFrustum(); frustum.transform(mvpi); This doesn't make sense, if I understand correctly this would invert the mvp matrix twice, one time I invert it and then polytope.transform converts it. Another funny thing is that using frustum.transformProvidingInverse(mvpi); also doesn't work. I'm using OSG 3.0.1. Thank you in advance![/code] ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=56410#56410 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org