Hi Chris;
Can you be more specific on "I usually put all of the text and HUD elements
into a group and position them relative to the group and then rotate and shift
that group. All the sub-children will rotate properly. " ?
Thank you!
Cheers,
Nebi
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Hi David,
have a look at osg::AutoTransform
On Mon, Jan 7, 2019 at 1:41 AM David Mitchell wrote:
> I have certain nodes/objects in my scene that I always want to be the same
> size regardless of their distance from the camera and I'm trying to figure
> out the best way to go about doing this.
I have made plenty of HUD classes derived from osg::Camera. It's easy
to set it up as an orthographic or perspective projection, depending
on what look you're going for. Then I compute some simple coordinates
for the screen corners like this:
mHUDLRBT[0] = -mAspectRatio;
mHUDLRBT[1] =
Hi,guys
Well,as the subject notes,The software in my dev job has to use a HUD to
show 2d pics. Generally using a camera to create a new viewport to show the pic
will be OK.
But the 'Entity' base class for the software system uses a MT
(matrixtransform) to add the detailed entity
I have certain nodes/objects in my scene that I always want to be the same size
regardless of their distance from the camera and I'm trying to figure out the
best way to go about doing this. My first thought is to create a custom
NodeCallback to add to the node as a cull callback and then get
.osg is a deprecated serialization format. It is replaced by .osgt (and
.osgb for binary data).
On Sun, Jan 6, 2019 at 2:43 AM Rodrigo Dias wrote:
> I've had a similar problem in Debian Stretch. I'm using OSG 3.6.3, which I
> build with CMake. I removed the option
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