Hi Robert, Julien,

it is my bad :( .. Again, and I apologize for the noise.

I studied the code, understood it, and it is just perfect and works great.
The story is that in the system setup there is a HOT Server (with a copy of
the database) and IG channels (with their own copy of the databases). The
IG channels have the terrain rotated and the HOT server does not, thus
inconsistency leading me to wrong assumptions and chasing a ghost

Please ignore and thanks for the patience with me

Good thing is, this lead me to learn a bit of more OSG code :)

Cheers!
Nick

On Sun, Feb 19, 2017 at 9:15 AM, Robert Osfield <robert.osfi...@gmail.com>
wrote:

> On 18 February 2017 at 21:25, Trajce Nikolov NICK
> <trajce.nikolov.n...@gmail.com> wrote:
> > yes ...
> >
> > Now, digging into the bits of the IntersectionVisitor::apply(
> osg::Transform&
> > transform) I am seeing it it keeps a stack of the ModelMatrices and they
> are
> > correct, as the visitor traverse the scene it premult the matrices from
> the
> > MatrixTransforms, to this is ok .... the code (the osg code) looks just
> > perfect to me just there is a small bug sitting somewhere :)
>
> Could it simply be a precision issue?
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>



-- 
trajce nikolov nick
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