Re: [osg-users] Oculus DK2 and intersections

2016-11-12 Thread Maxim Kuzmin
Hi, matt_kennett 

Unfortunately, not.

Cheers,
Maxim

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Re: [osg-users] Oculus DK2 and intersections

2016-11-11 Thread Matt Kennett

aldaril_kote wrote:
> Hi Robert,
> 
> You've mentioned that osgViewer in OSG 3.4 has support of coordinates 
> remapping:
> 
> 
> robertosfield wrote:
> > 
> > In the svn/trunk and OSG-3.4 branch of the OSG there is support in 
> > osgViewer for remapping coordinates when the viewer has slave Camera's that 
> > do distortion correction via texture coordinates,
> > 
> 
> 
> Could you name entities (classes, methods, etc.), which are responsible for 
> this functionality?
> 
> Cheers,
> Maxim


Hi Maxim, 

I'm trying to do the same thing. Did you work out a solution?

Cheers, 
Matt

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Re: [osg-users] Oculus DK2 and intersections

2016-01-18 Thread Robert Osfield
On 18 January 2016 at 10:47, Maxim Kuzmin  wrote:
> Hi Robert,
>
> You've mentioned that osgViewer in OSG 3.4 has support of coordinates 
> remapping:
>
>
> robertosfield wrote:
>>
>> In the svn/trunk and OSG-3.4 branch of the OSG there is support in osgViewer 
>> for remapping coordinates when the viewer has slave Camera's that do 
>> distortion correction via texture coordinates,
>>
>
>
> Could you name entities (classes, methods, etc.), which are responsible for 
> this functionality?

There are various colloborating elements, from what I recall the key
parts are found in osgGA::GUIEventAdapter, and
osgViewer::Viewer/CompositeViewer::reprojectPointerData(..) and
generateSlavePointerData(..) implementations.
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Re: [osg-users] Oculus DK2 and intersections

2016-01-18 Thread Maxim Kuzmin
Hi Robert,

You've mentioned that osgViewer in OSG 3.4 has support of coordinates remapping:


robertosfield wrote:
> 
> In the svn/trunk and OSG-3.4 branch of the OSG there is support in osgViewer 
> for remapping coordinates when the viewer has slave Camera's that do 
> distortion correction via texture coordinates,
> 


Could you name entities (classes, methods, etc.), which are responsible for 
this functionality?

Cheers,
Maxim

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Re: [osg-users] Oculus DK2 and intersections

2015-08-04 Thread Maxim Kuzmin
Hi,

OK, I'll try OSG-3.4.

Thank you, Robert!

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Re: [osg-users] Oculus DK2 and intersections

2015-08-03 Thread Robert Osfield
Hi Maxim,

On 3 August 2015 at 15:02, Maxim Kuzmin  wrote:

> For the first time, I would like to use mouse. It will be represented as
> it is - as cursor.


When you using a mouse the mouse coordinates need to mapped from the
distortion correction coordinates back into eye coordinates and then into
world coordinates to be able to the intersection.

In the svn/trunk and OSG-3.4 branch of the OSG there is support in
osgViewer for remapping coordinates when the viewer has slave Camera's that
do distortion correction via texture coordinates, however, if the shader is
doing the distortion correction or if the distortion correction Camera is
placed in the scene graph this remapping can't be done, so you'll have to
come up with a mechanism yourself.

Robert.
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Re: [osg-users] Oculus DK2 and intersections

2015-08-03 Thread Maxim Kuzmin
For the first time, I would like to use mouse. It will be represented as it is 
- as cursor.

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Re: [osg-users] Oculus DK2 and intersections

2015-07-31 Thread Robert Osfield
On 28 July 2015 at 07:39, Maxim Kuzmin  wrote:

> So, is there any way to check intersections in Oculus Rift mode?
>

There will be various ways of doing it, how to go about it depends entirely
on what type of input device you intending to use to control the picking
and how you are representing this input device in your world.  You haven't
said anything about this so I have no clue what direction to recommend.
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Re: [osg-users] Oculus DK2 and intersections

2015-07-27 Thread Maxim Kuzmin
So, is there any way to check intersections in Oculus Rift mode?

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[osg-users] Oculus DK2 and intersections

2015-07-06 Thread Maxim Kuzmin
Hi,

I'm working on osg-based application which shows 3d-scene. It can react on some 
input events, such as clicks and touches. I'm using IntersectionVisitor and 
LineSegmentIntersector to determine which object was clicked/touched. Now I'm 
interested in having such functionality in Oculus DK2 and I have it, but 
determination of clicked object works incorrectly - mistake is minimal in 
center and maximal on edges of the screen.

So, the question is - how to make IntersectionVisitor and 
LineSegmentIntersector work correctly with Oculus DK2?

Thank you!

Cheers,
Maxim

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