Thanks Frederic - as you say, for the case of a square, you'd expect the
bounding sphere diameter to contain the bounding box - ie. in this case the
square itself.
The problem I'm having is trying to relate the pixelSize() returned value to
the pixel size of the square's diagonal as measured
- paul graham a écrit :
Thanks Frederic - as you say, for the case of a square, you'd expect
the bounding sphere diameter to contain the bounding box - ie. in this
case the square itself.
Only if your geometry is axis-aligned, but I supposed it is in your case.
-Fred
- paul graham a écrit :
Thanks Frederic - as you say, for the case of a square, you'd expect
the bounding sphere diameter to contain the bounding box - ie. in
this
case the square itself.
Only if your geometry is axis-aligned, but I supposed it is in your
case.
I did a small
Hi,
I have a georeferenced image with resolution 0.5m. This image was added
to Google Earth Pro and there was created several paths and marks. This
is screenshot from Google Earth with a path:
http://img155.imageshack.us/i/googleearth.jpg/
Then I created a VPB terrain with the same image.
Many thanks Frederic, I now see the point you're making.
Still not sure exactly what pixelSize() returns - I may do some simple
experiments without the billboard, maybe with just a simple sphere and see if
the pixelSize() then correlates with screen pixel measurements - unfortunately
I can't
The glGet problem is totally separate from the HW latency and causes your
rendering to become non-deterministic in that it may drop frames when frame
locking to a specified rate. The HW latency is deterministic, which is a good
thing because knowing that our sims can adjust accordingly. We
Hello Maxim,
Пожалуйста счените имя Александр Бобков на английский аналог...
Please keep discussion on the mailing list in English so it can profit
all users. This is a community, and all questions and the subsequent
answers can help both present and future users who might have the same
Hi,
this is the new code:
Firstly, I used LineSegmentIntersector to find out the 3-D co-ordinates of
point data. This is working with solid bodies (sphere, pyramid etc) but it
doesn't intersect with point data.
Then i moved to PolytopeIntersector, it's working with the point data and
giving
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