Re: [osg-users] [osgPlugins] [OSG Exporter problem] Export skinning model with biped animation to OSG format
Hi, Anyone can help me pl, ... Thank you! Cheers, Tung -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67867#67867 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to detect if an object bounding box collision with the camera frustum?
Hi Sebastian. Thank you for your answer. What i want to do is to detect if a bounding box is inside the view frustum, but i don't know how to do. Can you give me some hints? I am new to osg. Cheers John SMesserschmidt wrote: > Hi John, > > > > Hi, > > > > how to detect if an object bounding box collision with the camera frustum? > > I wonder if someone can suggest me how to do such check? > > > Please explain, what you're after. What exactly do you mean when you're > asking for a collision? Inside the frustum? Intersected by the frustum? > It might really help, if you give us an idea of what you're trying to > achieve. > > Cheers > Sebastian > > > > > > Thank you! > > > > Cheers, > > John > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=67846#67846 > > > > > > > > > > > > ___ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67866#67866 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSX/X11 graphics context not updating after window resize
Hi all, I have an interesting problem to which I found a strange solution. I don't know why the solution works, and I'd like to know if anyone here could shed some light. I have an OSG-based visualization API that is designed for use from within any user-provided GUI toolkit. All OpenGL rendering is done in a separate thread; the developer just needs to provide SetGLContext and SwapBuffers callback functions. Simple enough, and it works great with several GUI toolkits on Windows and Mac. I recently started testing its use on OSX with an OpenMotif-based GUI toolkit called Winteracter. The problem I ran across happens when I get a resize message. I process the message in the OpenGL thread using a GUIEventHandler, which changes the appropriate viewport. However, while the viewport size does change, its origin does not shift to match the resized window's corner! So basically if I increase the window size, the newly exposed portions are left blank even though the rendered image does seem to get bigger, as if OSG thinks everything resized correctly. See the attached picture for an example. After a lot of tinkering, I found that I can fix the problem if I call glXMakeCurrent to release and immediately reattach the context. This happens in the OpenGL thread when it's processing the resize event. So, does anyone know WHY this solution (hack) works? Interestingly, everything works correctly if I use OSG's own X11-based viewer. It's only if I use Winteracter's OpenMotif-based window management to create a window that the resize issue happens. Thanks! Ravi -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67865#67865 Attachments: http://forum.openscenegraph.org//files/resize_without_wglselect_117.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Best way to cull object hidden by a mountain
I gotcha. In a legacy situation, it might be hard to integrate osgEarth properly. So, what is your current remaining obstacle? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Best way to cull object hidden by a mountain
Hi Jason, I'm not making a full new application, I'm just upgrading the old OpenGL code to OSG, so there is lots of things I should have to destroy to use osgEarth, like the way tile are loaded, georeferencing management all that tools made to works on the rasters. My decision was to use OSG to have a better integration, and thus far it's good. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67860#67860 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multi touch with WPF
Hi, I want to know if Someone has an exemple of making osg Multi-touch work under a WPF control ? Thank you! Cheers, Théo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67859#67859 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX::Outline and Stencil
Hi, Thank you i found the solution, I had a ClearNode in the scene with the wrong setClearMask() Thank you! Cheers, Théo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67858#67858 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Best way to cull object hidden by a mountain
Hey Valerian, Just curious, but what do you need to do with non georeferenced images that osgEarth can't do? Are you providing georeferencing yourself externally? Jason On Mon, Jun 27, 2016 at 6:05 AM Valerian Merkling wrote: > Chris, I already try to use osgEarth, it's really good but I can't use it > :( > To make it short, osgEarth's way to manage non georeferenced image isn't > compatible with my needs. > > > Sebastien, I don't need to outline, I need to draw stuff like roads. > Right now I'm using polygon offset to make sure the red part is drawn > behind the yellow (you can see it the joined file). It's hard for me to be > clear with my poor english and my poor understanding of the OpenGL world, > sorry ! > > Anyway, using a shader may also be a solution for my roads, I'll try it. > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=67845#67845 > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to detect if an object bounding box collision with the camera frustum?
Hi John, Hi, how to detect if an object bounding box collision with the camera frustum? I wonder if someone can suggest me how to do such check? Please explain, what you're after. What exactly do you mean when you're asking for a collision? Inside the frustum? Intersected by the frustum? It might really help, if you give us an idea of what you're trying to achieve. Cheers Sebastian Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67846#67846 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how to detect if an object bounding box collision with the camera frustum?
Hi, how to detect if an object bounding box collision with the camera frustum? I wonder if someone can suggest me how to do such check? Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67846#67846 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to judge if an object is in the frustum?
Nick. Ok, thank you so much. I will look up more information about what Robert said. Trajce Nikolov NICK wrote: > Hi, > > > well, for this I think what Robert suggested suits better. I don't know the > details of the Polytope that much but I think you just need to re-create the > View frustum as a Polytope and do the intersectons... I hope Robert will shed > more light into this > > > > > On Mon, Jun 27, 2016 at 10:20 AM, John Lee < ()> wrote: > > > Hi, robert. > > Thank you for your reply. > > I never use the PolytopeIntersector, can you tell me more hints? Because i > > am new to osg or show me some website so that i learn osg quickly. > > Thanks. > > > > Jhon. > > > > > > robertosfield wrote: > > > > > Hi John, > > > > > > > > > As Nick suggest you can use a cull callback to report back when a node > > > and it's subgraph are likely to be within the view frustum, however, > > > this is constrains you to doing the test in the cull traversal. > > > > > > However, if you want to do the test outside the cull traversal then > > > you'll need to use the PolytopeIntersector, creating a Polytope as the > > > frustum. > > > > > > Robert. > > > > > > On 27 June 2016 at 07:30, John Lee <> wrote: > > > > > > > > > > Hi, > > > > > > > > I don't know how to judge if an object is in the frustum? I want to get > > > > which node is in the frustum. > > > > > > > > Thank you! > > > > > > > > Cheers, > > > > John > > > > > > > > -- > > > > Read this topic online here: > > > > http://forum.openscenegraph.org/viewtopic.php?p=67832#67832 > > > > (http://forum.openscenegraph.org/viewtopic.php?p=67832#67832) > > > > > > > > > > > > > > > > > > > > > > > > ___ > > > > osg-users mailing list > > > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) > > > > > > > > > > > ___ > > > osg-users mailing list > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) > > > > > > -- > > > Post generated by Mail2Forum > > > > > > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=67841#67841 > > (http://forum.openscenegraph.org/viewtopic.php?p=67841#67841) > > > > > > > > > > > > ___ > > osg-users mailing list > > () > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) > > > > > > > > > > -- > trajce nikolov nick > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67844#67844 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to judge if an object is in the frustum?
Hi, well, for this I think what Robert suggested suits better. I don't know the details of the Polytope that much but I think you just need to re-create the View frustum as a Polytope and do the intersectons... I hope Robert will shed more light into this On Mon, Jun 27, 2016 at 10:20 AM, John Lee <357059...@qq.com> wrote: > Hi, robert. > Thank you for your reply. > I never use the PolytopeIntersector, can you tell me more hints? Because i > am new to osg or show me some website so that i learn osg quickly. > Thanks. > > Jhon. > > > robertosfield wrote: > > Hi John, > > > > > > As Nick suggest you can use a cull callback to report back when a node > > and it's subgraph are likely to be within the view frustum, however, > > this is constrains you to doing the test in the cull traversal. > > > > However, if you want to do the test outside the cull traversal then > > you'll need to use the PolytopeIntersector, creating a Polytope as the > > frustum. > > > > Robert. > > > > On 27 June 2016 at 07:30, John Lee <> wrote: > > > > > Hi, > > > > > > I don't know how to judge if an object is in the frustum? I want to > get which node is in the frustum. > > > > > > Thank you! > > > > > > Cheers, > > > John > > > > > > -- > > > Read this topic online here: > > > http://forum.openscenegraph.org/viewtopic.php?p=67832#67832 > > > > > > > > > > > > > > > > > > ___ > > > osg-users mailing list > > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > ___ > > osg-users mailing list > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > -- > > Post generated by Mail2Forum > > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=67841#67841 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to judge if an object is in the frustum?
Hi, robert. Thank you for your reply. I never use the PolytopeIntersector, can you tell me more hints? Because i am new to osg or show me some website so that i learn osg quickly. Thanks. Jhon. robertosfield wrote: > Hi John, > > > As Nick suggest you can use a cull callback to report back when a node > and it's subgraph are likely to be within the view frustum, however, > this is constrains you to doing the test in the cull traversal. > > However, if you want to do the test outside the cull traversal then > you'll need to use the PolytopeIntersector, creating a Polytope as the > frustum. > > Robert. > > On 27 June 2016 at 07:30, John Lee <> wrote: > > > Hi, > > > > I don't know how to judge if an object is in the frustum? I want to get > > which node is in the frustum. > > > > Thank you! > > > > Cheers, > > John > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=67832#67832 > > > > > > > > > > > > ___ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67841#67841 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to judge if an object is in the frustum?
HI, Nick. Thank you so much for your answer. I will try this. I have one more question. How to detect if a node's bounding box collision with the camera view frustum. Can i solve this problem with osgUtil::CullVisitor? Trajce Nikolov NICK wrote: > somthing like this: > > struct MyCullCallback : public osg::NodeCallback > { > void operator()(osg::Node* node, osg::NodeVisitor* nv) > { > osgUtil::CullVisitor* cv = nv->asCullVisitor(); > //osgUtil::CullVisitor* cv = dynamic_cast(nv); > if (cv && cv->isCulled(node)) > { > > } > } > }; > > node->setCullCallback(new MyCullCallback); > > > On Mon, Jun 27, 2016 at 9:15 AM, Trajce Nikolov NICK < ()> wrote: > > > something like this:L > > > > > > > > On Mon, Jun 27, 2016 at 9:12 AM, John Lee < ()> wrote: > > > > > Hi, > > > Thank you for your answer. > > > i can't find this method asCullVisitor(). I am using osg 3.4.0. > > > I am so sorry, and I am new to osg. So I wonder if you can give me more > > > hint. > > > Thank you again. > > > > > > > > > Trajce Nikolov NICK wrote: > > > > > > > Try CullCallback, in there you can get the handle of the CullVisitor > > > > and do something like this in your callback: > > > > > > > > > > > > CullVisitor* cv = nv->asCullVisitor() > > > > > > > > cv->isCulled(node) > > > > > > > > > > > > > > > > On Mon, Jun 27, 2016 at 8:30 AM, John Lee < ()> wrote: > > > > > > > > > > > > > Hi, > > > > > > > > > > I don't know how to judge if an object is in the frustum? I want to > > > > > get which node is in the frustum. > > > > > > > > > > Thank you! > > > > > > > > > > Cheers, > > > > > John > > > > > > > > > > -- > > > > > Read this topic online here: > > > > > http://forum.openscenegraph.org/viewtopic.php?p=67832#67832 > > > > > (http://forum.openscenegraph.org/viewtopic.php?p=67832#67832) > > > > > (http://forum.openscenegraph.org/viewtopic.php?p=67832#67832 > > > > > (http://forum.openscenegraph.org/viewtopic.php?p=67832#67832)) > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > ___ > > > > > osg-users mailing list > > > > > () > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) > > > > > > > > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)) > > > > > > > > > > > > > > > > > > > > > > > > > > -- > > > > trajce nikolov nick > > > > > > > > -- > > > > Post generated by Mail2Forum > > > > > > > > > > > > > -- > > > Read this topic online here: > > > http://forum.openscenegraph.org/viewtopic.php?p=67836#67836 > > > (http://forum.openscenegraph.org/viewtopic.php?p=67836#67836) > > > > > > > > > > > > > > > > > > ___ > > > osg-users mailing list > > > () > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) > > > > > > > > > > > > > > > > > > > > > -- > > trajce nikolov nick > > > > > > > > > > -- > trajce nikolov nick > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67840#67840 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] [OSG Exporter problem] Export skinning model with biped animation to OSG format
Hi, I'm newbie in 3dsMax and want to export an human model with animation, I created a biped and skinning to model, create some animation and make it run, in 3ds max, i can see the model moving with linked biped inside, but when i export to IVE format, just biped moving, model not move following the biped, i cant know what wrong, i use OpenSceneGraph Max Exporter from Farshid Lashkari. I found in some topic a thing call osgAnimation, but i dont know how to use it. You can see some picture captured in this link Model in 3ds max [Image: http://i1351.photobucket.com/albums/p794/vuhuonggiang01/3_zps8xx2hzc8.jpg ] [Image: http://i1351.photobucket.com/albums/p794/vuhuonggiang01/2_zps5plaqksb.jpg ] [Image: http://i1351.photobucket.com/albums/p794/vuhuonggiang01/1_zpslljlqnhi.jpg ] Model after export to IVE, i used OSGViewer to view model. [Image: http://i1351.photobucket.com/albums/p794/vuhuonggiang01/4_zpssbexyrno.jpg ] [Image: http://i1351.photobucket.com/albums/p794/vuhuonggiang01/5_zpsjdufskvv.jpg ] I really really need help for this, many thank. Cheers, Tung -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67779#67779 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to judge if an object is in the frustum?
somthing like this: struct MyCullCallback : public osg::NodeCallback { void operator()(osg::Node* node, osg::NodeVisitor* nv) { osgUtil::CullVisitor* cv = nv->asCullVisitor(); //osgUtil::CullVisitor* cv = dynamic_cast(nv); if (cv && cv->isCulled(node)) { } } }; node->setCullCallback(new MyCullCallback); On Mon, Jun 27, 2016 at 9:15 AM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > something like this:L > > > On Mon, Jun 27, 2016 at 9:12 AM, John Lee <357059...@qq.com> wrote: > >> Hi, >> Thank you for your answer. >> i can't find this method asCullVisitor(). I am using osg 3.4.0. >> I am so sorry, and I am new to osg. So I wonder if you can give me more >> hint. >> Thank you again. >> >> >> Trajce Nikolov NICK wrote: >> > Try CullCallback, in there you can get the handle of the CullVisitor >> and do something like this in your callback: >> > >> > >> > CullVisitor* cv = nv->asCullVisitor() >> > >> > cv->isCulled(node) >> > >> > >> > >> > On Mon, Jun 27, 2016 at 8:30 AM, John Lee < ()> wrote: >> > >> > > Hi, >> > > >> > > I don't know how to judge if an object is in the frustum? I want to >> get which node is in the frustum. >> > > >> > > Thank you! >> > > >> > > Cheers, >> > > John >> > > >> > > -- >> > > Read this topic online here: >> > > http://forum.openscenegraph.org/viewtopic.php?p=67832#67832 ( >> http://forum.openscenegraph.org/viewtopic.php?p=67832#67832) >> > > >> > > >> > > >> > > >> > > >> > > ___ >> > > osg-users mailing list >> > > () >> > > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> ( >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> ) >> > > >> > >> > >> > >> > -- >> > trajce nikolov nick >> > >> > -- >> > Post generated by Mail2Forum >> >> >> -- >> Read this topic online here: >> http://forum.openscenegraph.org/viewtopic.php?p=67836#67836 >> >> >> >> >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > > -- > trajce nikolov nick > -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to judge if an object is in the frustum?
something like this:L On Mon, Jun 27, 2016 at 9:12 AM, John Lee <357059...@qq.com> wrote: > Hi, > Thank you for your answer. > i can't find this method asCullVisitor(). I am using osg 3.4.0. > I am so sorry, and I am new to osg. So I wonder if you can give me more > hint. > Thank you again. > > > Trajce Nikolov NICK wrote: > > Try CullCallback, in there you can get the handle of the CullVisitor and > do something like this in your callback: > > > > > > CullVisitor* cv = nv->asCullVisitor() > > > > cv->isCulled(node) > > > > > > > > On Mon, Jun 27, 2016 at 8:30 AM, John Lee < ()> wrote: > > > > > Hi, > > > > > > I don't know how to judge if an object is in the frustum? I want to > get which node is in the frustum. > > > > > > Thank you! > > > > > > Cheers, > > > John > > > > > > -- > > > Read this topic online here: > > > http://forum.openscenegraph.org/viewtopic.php?p=67832#67832 ( > http://forum.openscenegraph.org/viewtopic.php?p=67832#67832) > > > > > > > > > > > > > > > > > > ___ > > > osg-users mailing list > > > () > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ) > > > > > > > > > > > -- > > trajce nikolov nick > > > > -- > > Post generated by Mail2Forum > > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=67836#67836 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to judge if an object is in the frustum?
Hi, Thank you for your answer. i can't find this method asCullVisitor(). I am using osg 3.4.0. I am so sorry, and I am new to osg. So I wonder if you can give me more hint. Thank you again. Trajce Nikolov NICK wrote: > Try CullCallback, in there you can get the handle of the CullVisitor and do > something like this in your callback: > > > CullVisitor* cv = nv->asCullVisitor() > > cv->isCulled(node) > > > > On Mon, Jun 27, 2016 at 8:30 AM, John Lee < ()> wrote: > > > Hi, > > > > I don't know how to judge if an object is in the frustum? I want to get > > which node is in the frustum. > > > > Thank you! > > > > Cheers, > > John > > > > -- > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=67832#67832 > > (http://forum.openscenegraph.org/viewtopic.php?p=67832#67832) > > > > > > > > > > > > ___ > > osg-users mailing list > > () > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) > > > > > > -- > trajce nikolov nick > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67836#67836 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Pass an osg::Texture2D to CUDA driver api
Hi, setting useDisplayLists to false indeed fixed both issues. Thank you very much. Cheers, Philipp -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67835#67835 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to judge if an object is in the frustum?
Hi John, As Nick suggest you can use a cull callback to report back when a node and it's subgraph are likely to be within the view frustum, however, this is constrains you to doing the test in the cull traversal. However, if you want to do the test outside the cull traversal then you'll need to use the PolytopeIntersector, creating a Polytope as the frustum. Robert. On 27 June 2016 at 07:30, John Lee <357059...@qq.com> wrote: > Hi, > > I don't know how to judge if an object is in the frustum? I want to get which > node is in the frustum. > > Thank you! > > Cheers, > John > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=67832#67832 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org