by the way, I just noticed that if I set the AutoTransform to ROTATE_TO_SCREEN
the problem goes away :O.
But I need it with NO_ROTATION ...
Cheers,
Ron
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Hi,
I am having difficulties picking an object that is attached to an AutoTransform.
My object is made out of two lines, in a shape of an 'x' with
AutoScaleToScreen = true
AutoRotateMode = NO_ROTATION
I am using a polytope intersector (LIMIT_ONE_PER_DRAWABLE) to intersect with
the lines of my
Hi again,
After thinking about it here is what I think the answer is.
Let's say our polytope intersects two circles (or rectangles) A and B, each at
two points
A1, A2 and
B1, B2
The center point of A1 and A2 is computed, denote by centerA12
The center point of B1 and B2 is computed, denote by ce
Hi,
I am trying to understand what are
(1) "distance of the localIntersectionPoint", (2) the reference plane in a
polytope intersector, and (3) "last plane of the polytope", which are used to
sort the intersections of a Polytope intersector.
I know that a volume is created with half-planes in a
hybr wrote:
>
>
> you will get different _scale_, but it's uniform across screen, there is no
> stretching or smth.
>
Thank you for the detailed explanation, the only problem for me is that as you
mentioned - I will get a different scale uniform across screen, that gives a
zooming effect (
hybr wrote:
> Hi, Ron
>
> What meaning would have BOTH option?
>
> Each of HORIZONTAL and VERTICAL keep your projection aspect ratio same as
> window aspect ratio, difference is which one of horizontal fow or vertical
> fow they keep constant ( other is changed to match window aspect ratio ).
Is there a video or a written summary of the meeting?
Cheers,
Ron
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Hello everybody,
I would like my camera's projection matrix to change both horizontally and
vertically when the window is re-sized.
[The reason for this is because I want my frustum's aspect ratio to match the
window aspect ratio so the objects do not get distorted when re-sizing]
I noticed os
S2LR wrote:
> This
> is the same effect as changing the eye (x,y) relative to the box
> assuming the vector from the eye position to the look-at point is
> parallel to the sides of the box (ignoring the near-far sides).
>
>
Thanks for the explanation.
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Paul Martz wrote:
>
>
> But it's likely that you really do want to effect the movement in the
> modelview
> matrix rather than the projection matrix, and the reason for this is that
> OpenGL
> performs certain operations in eye coordinates, and the movement would need
> to
> be in the mode
Hi,
There is a mode in our application where the user does not control the camera.
The camera is initially set to look at the z=0 plane (perpendicular to the
plane) at a fixed height. We then get notifications from the application to
move the camera in x and y only.
I was looking at our code
UPDATE:
I did not end implementing my own BoundCallback since I found another problem
in my code.
The parent node of the 'x' nodes are boundaries of different types, for example:
[root]
|
[boundary made of lines]
|
[3d boundary as a box]
/ | \
[x] [x] [x]
These boundaries are us
bthrall wrote:
>
> Does osg::Node::setInitialBound() help?
>
Thanks Bryan,
Looks like that should work, but I did not try it because It seems like I had a
second problem and I applied another fix for the 2 problems (next post).
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UPDATE:
Let me start by saying Paul was right 8) . It is the AutoTransform! The 'x' did
not show when I turned off AutoTransform because it may have been obscured by
another object, so I falsely thought it was not the AutoTransform.
I spent the day debugging the bound speheres for culling and I
UPDATE:
Let me start by saying Paul was right 8) . It is the AutoTransform! The 'x' did
not show when I turned off AutoTransform because it may have been obscured by
another object, so I falsely thought it was not the AutoTransform.
I spent the day debugging the bound speheres for culling and I
Hi Robert and thanks for the reply
We actually want to display our scene as a map (or CAD-like view), with the
ability to zoom in\out, and moving the camera laterally (no rotation or
orbiting for this mode).
For zooming we do not move our camera into the scene at all. Instead, we
achieve a ‘zoo
Hi,
Followup:
I tried isolating the problem by playing with the cull settings. I tried
setting to
DO_NOT_COMPUTE_NEAR_FAR -
camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
also I turned off VIEW_FRUSTUM_SIDES_CULLING:
camera->setCullingMode(camera->getCullingMode(
Hi,
I am trying to solve a problem we posted before here
(http://forum.openscenegraph.org/viewtopic.php?p=47733#47733).
My application starts without touching the zoom level only setting the camera
projection and view matrices (frustum and look-at position).
My program then adds an 'x' made out
To turn off a bit you should 'and' the value with the complement of the flag,
as in:
viewer.getCamera()->setCullingMode(viewer.getCamera()->getCullingMode()
& ~osg::CullSettings::SMALL_FEATURE_CULLING);
(or am I missing something here ?)
robertosfield wrote:
> Hi Lz,
>
> Could this be small
robertosfield wrote:
> Hi Ron,
> OpenGL fixed function pipeline doesn't support using clip planes and lighting
> in the way you want. This means you will need use either multiples or
> projective texturing to achieve the result you want.
> Robert On May 30, 2012
Thank you Robert,
I will be going down the path of projected texturing.
Cheers,
Ron
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Hi,
I would like to have a colored light applied to my scene, restricted by some
clipping planes.
For example, I would like to shed a green light on anything that is only to the
right of the half plane x = 5, to the left of the half plane x = -5, above the
half-plane y = 10, and under the half
OK I found a solution to what I was trying to achieve.
I stopped using a 2nd HUD camera, because I couldn't figure out the proper
projection with the resizable QT dialog.
Instead I added a Geode to my projector node (I forgot to mention in my
previous post that the image is actually a projection
Hello all,
I am trying to implement a HUD with a crosshair in a QT window.
I have used the osghud.cpp and QTViewer examples for this.
It seems like I am not setting the correct projection matrix in my HUD camera.
In my project I have 2 cameras (as in the osghud.cpp example):
The first, looking at
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