[osg-users] Android + multiple views
Hi, I'm developing simple Android app, with two separate views using osg. Got problem with simultaneously running these two. Whole code is based on existing examples in osg distribution (osgAndroidExampleGLES1 and osgAndroidExampleGLES2). Ii'm putting on layout two views (like ELGView class from above examples) and got application crash. I was trying to adopt somehow osgcompositeviewer example, but it isn't working even with single view. Anyone can direct me to working example with two separate GL views, both using OSG on the same layout? Hints are also highly welcome. Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63809#63809 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] osg + qt + android = linker problem
Hi, I'm using 3.2.2-rc2, building it for Android and trying to use in Qt (5.4.1) application. OSG is configured with this: cmake -DOSG_BUILD_PLATFORM_ANDROID=ON -DANDROID_NDK=/home/some/android/android-ndk-r10d -DDYNAMIC_OPENTHREADS=OFF -DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF -DOSG_GLES2_AVAILABLE=ON -DOSG_GL_LIBRARY_STATIC=OFF -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF -DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF -DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF -DJ=8 -DCMAKE_INSTALL_PREFIX="/some/sources/OpenSceneGraph-3.2.2-rc2/build" -DOPENGL_INCLUDE_DIR="/home/some/android/android-ndk-r10d/platforms/android-21/arch-arm/usr/include/GLES" Seems, that sets of *.a libs are build, both for armeabi and armeabi-v7a without any problem. Trying to link them in qt application (from *.pro file): LIBS += -L"/home/some/sources/OpenSceneGraph-3.2.2-rc2/build/obj/local/armeabi-v7a" -losg -losgUtil -losgDB -losgGA -losgViewer -lOpenThreads gives me lots of linker errors, looks like osg libraries are not taken for link: /home/some/sources/OpenSceneGraph-3.2.2-rc2/src/osgDB/Registry.cpp:752: error: undefined reference to 'osgGetVersion' /home/some/sources/OpenSceneGraph-3.2.2-rc2/src/osgDB/Registry.cpp:225: error: undefined reference to 'osg::KdTreeBuilder::KdTreeBuilder()' /home/some/sources/OpenSceneGraph-3.2.2-rc2/src/osgDB/OutputStream.cpp:669: error: undefined reference to 'osgGetVersion' /home/some/sources/OpenSceneGraph-3.2.2-rc2/include/osg/Object:98: error: undefined reference to 'typeinfo for osg::ImageStream' and so on... Maybe some other osg version should be used for Android? Or something wrong is with cmake configuration? Whole build is done on Ubuntu x64. Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63566#63566 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg vs openvg
Hi, I'm trying to integrate shivavg library (version of openvg specification) with my osg application. I've created new class derrived from osg::Drawable for some openvg primitive. But trying to create this drawable causing crash. After digging in sources, there is getting extensions list using glGetString(GL_EXTENSIONS) which seems to fail (return NULL) due to call from not right thread (gl context is created in viewer thread?). Whole application is using Qt display classes from osg. Is it possible to solve somehow getting extensions (it is part of internal code of shiva) if context is created in other thread? Or maybe there is support for openvg standard in osg (i'm not aware about any), so i could forget about shiva? Maybe there are some other openvg implementation usable with osg? Maybe there is some other way to create gl context to be available for my drawables? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60622#60622 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] "Step" animation
Hi, Me again ;). This time i would like to ask about animations, particular kind of it. I've made animation using channels and Vec3LinearChannel type. It works fine, without any problems, e.g. i've used three Vec3Keyframes to animate sample translation (or rotation), object position is nice calculated between each keyframe and animated. I wanted to create on the same way "step" animation - so object is moved in keyframe one, then moved at keyframe 2 without any interpolation between and then again moved in keyframe3 without interpolation - so it "jumps" in keyframes to appropriate positions. There is Vec3StepChannel - but have some problems with it (my object jumps one time and then stops). Is it right type to such kind of animation? If i have such example: keyframe 1 - move object to (0, 0, 0) keyframe 2 - move object to (1, 0, 0) // until here sems to work fine keyframe 3 - want to back to (0, 0, 0) <- this doesn't work (tried also (-1, 0, 0) as translation to back to (0,0,0) If Vec3StepChannel is not for this purpose, how can i achieve such animation? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60414#60414 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Manual deleting nodes again...
Hi, Ok, i was mislead by previous thread and setting NULL to ref_ptr. So, i'm using removeChild, as it should be and got crash. I'm doing this in such way: Code: osg::ref_ptr < osg::Geode > geode = new osg::Geode; // on start osg::Geode* g = geode.get(); // store pointer to my geode somewhere to process my system myObject.storePointer(g); //and then (another method to delete node) osg::Geode* g = myObject.getPointer(); osg::Group* gr = g->getParent(0); // there is no multiple parents available gr->removeChild(g); Node 'g' seems to be removed from the scene, but then i've got a crash (after leaving method to delete). I've commented out removing child and there is no crash. And cannot find cause of that. Is it right way to do such kind of operation as removing node from scene? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60400#60400 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Manual deleting nodes again...
Hi, Searching forum i've found such topic http://forum.openscenegraph.org/viewtopic.php?t=5758, which is quite similar to my problem, however does not solved my issue. I'm trying to write functionality to remove node with all subnodes, but cannot get it to work. Assign NULL to shared pointer (as stated in above thread) doesn't work. Could someone clarify things a little bit? Is it enough to set pointer to NULL to remove object from scene tree? Or i need also to call removeChild method as well? I want also implement possibility to move part of scene tree from one node to another (e.g. move geode from one group to another, have widget to do that), so this is quite important for me - because if i need to call removeChild it would complicate code, maybe there is simpler way to do that? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60396#60396 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Using plugins inside plugins
Hi, Will answer by myself. This wasn't problem with plugins, just forget to set checking z-buffer for loaded node in my plugin, so quite obvious error :/. So, probably this thread could be deleted (if possible) as not very interesting problem. Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60384#60384 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] Using plugins inside plugins
Hi I have written custom plugin to save/load my scene with custom user data. My solution stores scene tree, but geodes are stored as paths to separate model files (not geometry data). When scene is loaded, geodes are created using such piece of code: Code: osgDB::ReaderWriter* plyReader = osgDB::Registry::instance()->getReaderWriterForExtension("ply"); osgDB::ReaderWriter::ReadResult result; osg::Node* node; if(NULL != plyReader) result = plyReader->readNode(name.toUtf8().constData()); node = result.takeNode(); Models are loaded, but what is strange, seems that normals are inverted. When i use the same way to load particular model directly onto scene, models looks fine. Particular format i'm using is "*.ply" supported by osg plugin. Any idea for such behaviour? Is it safe in general to use plugins in plugin in osg? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60380#60380 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osg store user values
robertosfield wrote: > Hi Robert. > The new serializers allow you to implement your own serializers for your own > osg::Object subclasses... > This means that i need to subclass all osg classes to have such possibility? What about osg::Group, osg::Transform and osg::Geode? Is it possible to just add new serializer to them? In fact, i'm not subclassing any osg classes now, so it would be good to avoid it still. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60330#60330 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] osg store user values
Hi, Is it possible to force osg plugin to store user values for nodes (set by setUserValue() method from osg::Node) somehow? Maybe using osgDB::Options, but haven't found any solution. Or only solution to store nodes with user values is writting separate plugin? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60327#60327 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgAnimation strategy
Hi, I've created new import/export plugin for models stored in particular format. There are animations included, which are imported also without any problem. However i would like to have possibility to edit such animations in my editor or add new ones. In fact, my models are collected from different parts loaded from different files, so each file creates one osgAnimation object, then each node (geometry part) inside such file uses UpdateMatrixTransform and each transformation is created using channels. When such file is imported, animation is registered in BasicAnimationManager. And here is the question regarding strategy of creating and importing such animations - is above approach is right one? Maybe each animated node in each file should create separate osgAnimation object? After loading i would like to have possibility to add new animation to existing one or add it to object not animated yet. For example: let's say i have node (not animated) in the tree, which is connected to some animated parent. I would like to add separate animation to it, how to do that? Create UpdateMatrixTransform and channels and then put it into parent animation object? Or create new animation and add to manager? Or in fact it really doesn't matter to which animation data are added? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60249#60249 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Disable GUIEventHandler
Hi, I have in my project few pickers (for models, triangles, points) based on osgGA::GUIEventHandler. All of them are added to viewer... but i would like to have them selectable to work somehow (i mean one active in current time). All i found is method removeEventHandler(), but it seems to destroy my picker (destructor is called). They are singletons and are using also other data, so destroying them is not best idea. Is there any way to disable event handler for some time without destroying it? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60100#60100 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to show all objects
Hi, > ...that you want to change the viewers master Camera to look > at the newly expanded scene?... I want to do this. Regarding home position probably i could use home() method, right? I have a case that i'm expanding my terrain with new tiles (i'm building it) and after adding new tile i would like to see whole terrain (of course if it is possible (camera ranges etc.)). Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33427#33427 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to show all objects
Hi, I have i think a simple question. If i'm adding new objects on scene and they are invisible (culled) or partialy invisible, how to force view or camera to show all objects (whole scene). Is there any simple method? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33406#33406 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Terrain geometry
Hi, After deep analyze of osgTerrain code i found solution fine for me. In original code all geometry are generated and keeped in GeometryTechnique class , so one solution could be changes in geometry techniuqe object or creating own class deriving from terrain technique. I've made second solution and its working :). Using this method you could implement own terrain algorithm to generate geometry. I think there is no possibility to edit geometry created in standard geometry technique object as it is not avaiable outside (all members are totally private). Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33176#33176 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::DrawElements - i missed something?
Hi, I have found one interesting behaviour yet: osg::ref_ptr < osg::UIntArray >array = new osg::UIntArray(); array->push_back( 0 ); array->push_back( 1 ); array->push_back( 2 ); array->push_back( 3 ); p_geometry->addPrimitiveSet( new osg::DrawElementsUInt( osg::PrimitiveSet::TRIANGLES, array->size(), & array->front() ) ); And it works. But anybody have any idea what was wrong before? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33174#33174 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::DrawElements - i missed something?
Hi, I have no errors, just version using draw elements is not displayed. I'm using VC2008 Express under Vista64 on GF9800GT. Are there any limitations using draw elements i should know about? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33167#33167 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::DrawElements - i missed something?
Hi, Hmm, the same effect, doesn't work (why should?). There is something wrong with elements->addElement() method? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33151#33151 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg::DrawElements - i missed something?
Hi, Small piece of code: Code: osg::ref_ptr < osg::Vec3Array > verts = new osg::Vec3Array(); verts->push_back(osg::Vec3(-100.0f, 200.0f,-100.0f ) ); verts->push_back(osg::Vec3( 100.0f, 200.0f,-100.0f ) ); verts->push_back(osg::Vec3( 100.0f, 200.0f, 100.0f ) ); verts->push_back(osg::Vec3(-100.0f, 200.0f, 100.0f ) ); verts->push_back(osg::Vec3(-100.0f, 200.0f,-100.0f ) ); osg::ref_ptr < osg::DrawElements > elements = static_cast < osg::DrawElements* > ( new osg::DrawElementsUInt( osg::PrimitiveSet::LINE_LOOP ) ); elements->reserveElements( 3 ); elements->addElement( 0 ); elements->addElement( 1 ); elements->addElement( 2 ); p_geometry->setVertexArray( verts.get() ); // does not work p_geometry->addPrimitiveSet( elements.get() ); // works p_geometry->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::LINE_LOOP,0,verts->size() ) ); p_geode->addDrawable( p_geometry.get() ); Do you see something wrong in this code? Or I missed something? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33127#33127 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Terrain geometry
Hi, I'm back again with my terrain editing question :). I was serching forum for some solution, but i didn't find any. If i have found at least terraintile geometry and drawable associated with that how i could change this geometry? I've tried to use dirtyDisplayList() method, but it doesn't work as expected, i found also in some post that for terrain rendering this method won't work. There is also project called osgTDS, which modifies terrain geometry during loading from file and there is used method replaceDrawable() for geode. Is it the only solution for it? Or i can do is in some other way too? I rather don't want to modify height file, because probably i need some additional adjustment than only height on my terrain. Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32955#32955 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Terrain + picking tiles + optimalization
Hi, Thanks for advices. But i have still one question to clarify. Let's assume, that i have simple node visitor, which traverses my terrain nodes - something like terrain->accept( myvisitor ). It calls myvisitor::apply( osg::Geode& geode ) method. Inside i want to create intersection visitor, which should check only given geode. In my current soultion i'm checkin intersections as: picker = new osgUtil::LineSegmentIntersector( osgUtil::Intersector::WINDOW, x, y ); osgUtil::IntersectionVisitor iv( picker.get() ); and then it is passed to view->getCamera()->accept( iv ); Is it possible to change this code fragment to check only given geode as parameter, not all visible nodes on the scene? Is it enough to add NodeMask and TraversalMask to IntersectionVisitor to force checking only given geode? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32899#32899 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Terrain + picking tiles + optimalization
Hi Robert :), Yes, i was investigation this sample. But there is used intersect visitor for camera (view->getCamera()->accept(iv);), what means for me visiting all visible nodes on scene. And if i have terrain with lot of trees, buildings etc. and i just want to edit terrain geometry? Isn't a little bit nonsense to check everything? Isn't faster to create visitor to visit only terrain nodes and inside terraintile node check intersections? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32897#32897 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Terrain + picking tiles + optimalization
Hi, I have again basic question which is related to my previous one about terrain editing. I can create terrain with lot of tiles, so now i want to have posibility to choose particular tile by picking it. The way i tried to implement is something like that: 1. create osgTerrain object 2. add TerrainTiles objects to terrain 3. create node visitor and pass terrain to it (terrain->accept) 4. in visitor apply(osg::Geode) method i'm creating osgUtil::LineSegmentIntersector and osgUtil::IntersectionVisitor objects 5. passing visitor to view camera. And as i understand my terrain visitor visits all tiles of my terrain and then inside terrain visitor apply method intersection visitor visits all visible nodes of the scene testing intersection, what sounds for me as a little nonsense. How to do it properly? I would like to do in such way: 1. 1. create osgTerrain object 2. add TerrainTiles objects to terrain 3. create node visitor and pass terrain to it (terrain->accept) 4. in terrain visitor apply(osg::Geode) method i want to check if pick ray is intersecting my geode. But how to get pick ray? I found something like osgUtil::PickVisitor, but i'm not sure how to use it. Could somebody help with that? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32873#32873 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Render to AVI
Hi, I'm looking for some plugin (or other feature), which renders osg scene to avi file (i need to prepare some kind of avi demo). Is there any mechanism in osg to do that? Or i have to use some screen graber, render to texture or similar tool? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32856#32856 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Terrain geometry
Hi, > VPB isn't really intended for editing terrain, but it generates heightfields > that can be dynamically altered at runtime just fine. You just have to be > aware that there are multiple LODs of each terrain tile. Could you explain it with more detail? How i can alter heightfield in runtime? You mean altering generated geometry or bitmap and then generated geometry? Is this the way i could do some terrain editing feature? Now i'm trying to modify terrain geometry, but i still got the problem with accessing data for it. I'm trying to use class derivied from NodeVisitor and i call e.g. void CTerrainVisitor::apply( osg::Geode& geode ), where geode has my terrain geometry. But what is the reference between terrain tile and given geode object? Maybe there is some other, better method to use osgTerrain and have possibility to edit it? Or osgTerrain is not best approach to have editable terrain and i have to write my own wrapper for that? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32816#32816 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Terrain geometry
Hi, Problem is solved now :) and i think my way was quite right (as i presented above). Problem was in wrong scalling of objects and manipulators. I know that VPB is great for terrain, but i need tool to edit terrain geometry - is it VPB able to provide features for that? I'm not familiar with VPB at all, so maybe somebody, who has any experience with that could say something about? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32630#32630 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Terrain geometry
Hi all, I've created terrain using osgTerrain::Terrain, way simialr to that: osgTerrain::Terrain* Terrain = new osgTerrain::Terrain; osg::Image* high_map = osgDB::readImageFile( "height.bmp" ); osg::HeightField* heightmap1 = new osg::HeightField; heightmap1->allocate( RES_X, RES_Y ); heightmap1->setXInterval(10.0f); heightmap1->setYInterval(10.0f); for( int z = 0; z < RES_X; z++ ) for( int x = 0; x < RES_Y; x++ ) heightmap1->setHeight( x, z, (float) *high_map->data( x, z ) ); osg::ref_ptr Locator1 = new osgTerrain::Locator; Locator1->setCoordinateSystemType( osgTerrain::Locator::PROJECTED ); Locator1->setTransformAsExtents( 0.0, 0.0, 2560.0, 2560.0 ); osg::ref_ptr HeightFieldLayer1 = new osgTerrain::HeightFieldLayer( heightmap1.get() ); HeightFieldLayer1->setLocator( Locator1.get() ); osg::ref_ptr TerrainTile1 = new osgTerrain::TerrainTile; TerrainTile1->setElevationLayer( HeightFieldLayer1.get() ); Terrain->setSampleRatio( 1.0f ); osg::ref_ptr m_TerrainStateSet = Terrain->getOrCreateStateSet(); Terrain->addChild( TerrainTile1.get() ); Now i want to create manipulator, which could detect collisions of line segment with my terrain. I found sample named "pick", where collisions are detected in pick handler, but it is using computeIntersections() method from Viewer class. I've tried to analyze computeIntersections() method but i think this is far ahead of my knowledge of OSG, so i would like to get some explanations or way how to do that. I'm trying to get terrain geometry (i don't know how :/), than use osgUtil::IntersectVisitor, but i cannot detect any collisions. osg::LineSegment* segment = new osg::LineSegment( vec, vec1 ); osgUtil::IntersectVisitorvisitor; osgUtil::Hit hit; osgUtil::IntersectVisitor::HitList hits; visitor.addLineSegment( segment ); Terrain->accept( visitor ); hits = visitor.getHitList( segment ); Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32594#32594 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org