For the case of a non-world-aligned bounding box - but still one which is
parallel-sided (i.e., a rectangular volume) - you actually do not need all
eight corners.
You only need the two opposite corners (as osg::BoundingBox uses) plus a
rotation. Thus, you require either 5 3D vectors (2 corners
arent' object), then you would
also require an additional 3D vector for the center point.
--
Matthew W. Fuesz
Software Engineer Asc.
Lockheed Martin STS
1210 Massillon Road
Akron, OH 44315
[EMAIL PROTECTED]
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behal
How fast does your HMD tracker update its orientation, and how are you
retrieving these values?
If you're not getting the values in realtime at least as fast as OSG is
refreshing, then you would definitely have some jerky movements. And if
you're not getting them this fast, then what are you in
> Ah, okay--perhaps I spoke too quickly and assumed too much. :)
> I'm using osgViewer::WindowSizeHandler in many of my apps--and the
> osgWidget examples--to respond to the "F" keypress. On my system
(Fedora
> 9 running Gnome), going into fullscreen mode doesn't generate a
standard
> RESIZE event
Color "overlays" are fairly simple. A one-line fragment shader:
gl_FragColor = gl_Color * color_uniform;
Where color_uniform is a vec4 uniform specifying RGBA color.
This is the simplest of cases, of course. If you have other lighting or
texturing going on, you would also need to account for th
] On Behalf Of Fuesz,
Matthew
Sent: Monday, August 04, 2008 12:31 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Viewer/CompositeViewer
1 - Slaves can be moved independently of the main camera by setting
their reference frames to ABSOLUTE_RF. Otherwise, yes, they are offset
from the main
Slaves can be moved independently of the main camera by setting their
reference frames to ABSOLUTE_RF. Otherwise, yes, they are offset from
the main camera.
Yes, slaves can either share the main graph or may have their own
subgraphs.
Typically, yes, though this all depends on what they're b
A prime example of an incredibly useful non-Geometry Drawable is Text.
Nodes which draw or otherwise display text are not Geometry, but are
definitely still drawables. And as Gordon mentioned, there is always the
opportunity for user-defined Drawables which implement their own raw
OpenGL calls for
The problem is that you are trying to cast a pointer to a base class to a
pointer to a subclass. This would only work if the actual object being pointed
to is an instance of that subclass (or a further subclass of that subclass).
Geometry is derived from Drawable, not the other way around - whic
David,
You just need to disable GL_DEPTH_TEST for the desired object(s).
e.g.:
myNode->getOrCreateStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
Matthew W. Fuesz
Software Engineer Asc.
Lockheed Martin STS
1210 Massillon Road
Akron, OH 44315
[EMAIL PROTECTED]
Judie,
The default behavior is for States/StateSets to be inherited down the
scene graph, from parent to child. However, in the default
configuration, setting the StateSet of the child directly should cause
that child (and any children that it itself has) to use the new StateSet
parameters. This i
On a similar note, does anyone know what the performance costs of
adding/removing nodes from the scene graph at runtime are compared to,
say, using a Switch or manipulating NodeMasks to hide objects? That is,
is the performance hit from adding/removing nodes greater or less than
any loss in perform
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