Re: [osg-users] placing image on scene

2008-04-17 Thread Robert Osfield
Hi Bryan,

On Thu, Apr 17, 2008 at 1:54 AM, Bryan Berg [EMAIL PROTECTED] wrote:
 Can I clarify than if a cull callback gets called for a node, that means the
 node will

 be visible ?

It simply means that node where the cull callback has been attached
hasn't been culled yet, so its a potential candidate for being
visible.  Its children might be culled though.  Only if the whole
bounding sphere of the node is the view frustum can you say for
certain that the some part of the subgraph will be visible, even then
potentially LOD'ing code cull parts of the subgraph.

 Would than the boolean



 node.getCullingActive;



 tell you if a cull callback has been called ?


No, this is just a flag to tell the cull traversal whether that node
should have any cull testing applied to it.

Robert.
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[osg-users] placing image on scene

2008-04-16 Thread Bryan Berg
Hi,

 

So I figured out how to add an image on a specific location of the screen,
and keep it at the same size like a placemark.

 

So even if the user zooms in and out of the scene, the image remains the
same size.

 

But I need a way to only show it when a specific point of the scene is
visible.

 

So my question is: how can I take a specific point of the scene and than 

 

a)determine if it is to be viewed

 

b)if so, which window coordinate it corresponds to

 

Thanks !

 

-Bryan

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Re: [osg-users] placing image on scene

2008-04-16 Thread Robert Osfield
On Wed, Apr 16, 2008 at 5:42 PM, Bryan Berg [EMAIL PROTECTED] wrote:
 So my question is: how can I take a specific point of the scene and than

 a)determine if it is to be viewed

A cull callback only gets called if the node hasn't yet been culled so
its one way of determining visibility.  Its not 100% accurate as
bounding volumes are larger than the model they enclose so its overly
conservative.  The only 100% reliable way is to render the objects and
use the OpenGL occlusion query extension to find out how many pixels
are visible.

 b)if so, which window coordinate it corresponds to

From within a cull callback you get get the accumulated modelview,
projection and window matrices that you can use to project the local
object coords into window coords.

Robert.
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Re: [osg-users] placing image on scene

2008-04-16 Thread Bryan Berg
Wait so let me guess...

Osgcallback contains an example of this...

: )

Thanks Robert!

-Bryan

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, April 16, 2008 10:13 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] placing image on scene

On Wed, Apr 16, 2008 at 5:42 PM, Bryan Berg [EMAIL PROTECTED] wrote:
 So my question is: how can I take a specific point of the scene and than

 a)determine if it is to be viewed

A cull callback only gets called if the node hasn't yet been culled so
its one way of determining visibility.  Its not 100% accurate as
bounding volumes are larger than the model they enclose so its overly
conservative.  The only 100% reliable way is to render the objects and
use the OpenGL occlusion query extension to find out how many pixels
are visible.

 b)if so, which window coordinate it corresponds to

From within a cull callback you get get the accumulated modelview,
projection and window matrices that you can use to project the local
object coords into window coords.

Robert.
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Re: [osg-users] placing image on scene

2008-04-16 Thread Bryan Berg
Can I clarify than if a cull callback gets called for a node, that means the
node will 

be visible ?

 

 

Would than the boolean

 

node.getCullingActive;

 

tell you if a cull callback has been called ?

 

If so do I have to initialize a cull callback for a node I'm trying to watch
(cause I would think culling is done automatically)

 

Thanks!

 

-Bryan

 

 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, April 16, 2008 10:13 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] placing image on scene

 

On Wed, Apr 16, 2008 at 5:42 PM, Bryan Berg [EMAIL PROTECTED] wrote:

 So my question is: how can I take a specific point of the scene and than

 

 a)determine if it is to be viewed

 

A cull callback only gets called if the node hasn't yet been culled so

its one way of determining visibility.  Its not 100% accurate as

bounding volumes are larger than the model they enclose so its overly

conservative.  The only 100% reliable way is to render the objects and

use the OpenGL occlusion query extension to find out how many pixels

are visible.

 

 b)if so, which window coordinate it corresponds to

 

From within a cull callback you get get the accumulated modelview,

projection and window matrices that you can use to project the local

object coords into window coords.

 

Robert.

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