Re: [osg-users] PolytopeIntersector LIMIT_NEAREST (or LIMIT_ONE) different distances for different groupnodes

2016-06-01 Thread David Knipp
Hi robertosfield, Thank you for you reply. This absolutley understandable. Every group can have it's own transformation and so every group has it's own local coordinates. Quite clear. So i guess there is absolutley no way to caluclate distances in Worldcoordinates? I admit, I don't understan

[osg-users] PolytopeIntersector LIMIT_NEAREST (or LIMIT_ONE) different distances for different groupnodes

2016-06-01 Thread David Knipp
Hi, I'm very sorry that i have to create a new post. I'm currently facing a problem i can't solve on my own. Im working on a single Model which has a lot of group nodes and geometry nodes. This model is categorized in a few "main" groups. In the beginning i worked only with one of this main

Re: [osg-users] Point Selection in Point Cloud

2016-04-04 Thread David Knipp
Hi Bruno, You can choose many different ways. OSG is not a collision detection library but it has some functionality you can play with. Also you can use bullet physics which is a free physics library. Also this is a pretty easy detection implementation and you can just do it on your own. 1. os

Re: [osg-users] Get all vertices of an OSG Group

2016-03-31 Thread David Knipp
Hi Bemt, i think you got something wrong in the beginning. There are 3 possible ways to apply a color to a vertex: - Material: Materials define how the surface is interacting with lights. Most times you are only intereseted in diffuse value. osg::Material * mat = dynamic_cast(geometry)->

Re: [osg-users] determining new size of rendering window after a user resizing

2016-03-31 Thread David Knipp
Hi, if you are working under windows you can cast a window to GraphicsHandleWin32 as far as i know: osgViewer::ViewerBase::Windows wins; viewer->getWindows(wins); osgViewer::GraphicsHandleWin32* win32Window = dynamic_cast(wins[0]); if(win32Window) { // windows.h RECT r; GetWindo

Re: [osg-users] Tesselation on Model

2016-03-23 Thread David Knipp
Thank you very much Sebastian! You are awesome! You really made my day. I can see the tesselation it's working now. : ) If I'm allowed to add one question for personal advancing. What do i have to change in the shader so that the model is normal again? My Model is looking like it was pressed t

[osg-users] Tesselation on Model

2016-03-23 Thread David Knipp
Hi osg-Forum, I'm kind of stuck with a problem in how to combine a tesslation shader in osg with a normal model right now. I really searched over google a couple of times and over the osg forum. I can't find an answer to my problem. Normally i prefer to not ask and just resolve it myself becaus