Re: [osg-users] Problem with picking and AutoTransforms

2012-10-01 Thread Ron Mayer
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50369#50369 ___

[osg-users] Problem with picking and AutoTransforms

2012-10-01 Thread Ron Mayer
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

Re: [osg-users] Polytope - "Intersections sorted by distance of localIntersectionPoint and the reference plane"

2012-09-27 Thread Ron Mayer
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

[osg-users] Polytope - "Intersections sorted by distance of localIntersectionPoint and the reference plane"

2012-09-26 Thread Ron Mayer
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

Re: [osg-users] Question about ProjectionResizePolicy - no option for both HORIZONTAL and VERTICAL?

2012-08-10 Thread Ron Mayer
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 (

Re: [osg-users] Question about ProjectionResizePolicy - no option for both HORIZONTAL and VERTICAL?

2012-08-10 Thread Ron Mayer
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 ).

Re: [osg-users] Final Siggraph 2012 BOF agenda

2012-08-09 Thread Ron Mayer
Is there a video or a written summary of the meeting? Cheers, Ron -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49218#49218 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists

[osg-users] Question about ProjectionResizePolicy - no option for both HORIZONTAL and VERTICAL?

2012-08-09 Thread Ron Mayer
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

Re: [osg-users] Question regarding the position of the camera in orthographic projection

2012-07-24 Thread Ron Mayer
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. -- Read this topic online

Re: [osg-users] Question regarding the position of the camera in orthographic projection

2012-07-24 Thread Ron Mayer
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

[osg-users] Question regarding the position of the camera in orthographic projection

2012-07-23 Thread Ron Mayer
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

Re: [osg-users] objects not showing when zoomed in (orthographic projection)

2012-07-20 Thread Ron Mayer
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

Re: [osg-users] objects not showing when zoomed in (orthographic projection)

2012-07-20 Thread Ron Mayer
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). -- Read this topic online here: http://forum.op

Re: [osg-users] objects not showing when zoomed in (orthographic projection)

2012-07-18 Thread Ron Mayer
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

Re: [osg-users] Lines not showing when zoomed in orthographic projection

2012-07-18 Thread Ron Mayer
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

Re: [osg-users] objects not showing when zoomed in (orthographic projection)

2012-07-17 Thread Ron Mayer
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

Re: [osg-users] objects not showing when zoomed in (orthographic projection)

2012-07-16 Thread Ron Mayer
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(

[osg-users] objects not showing when zoomed in (orthographic projection)

2012-07-16 Thread Ron Mayer
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

Re: [osg-users] osgText:FadeText attaching small object seems invisible initiatly

2012-07-12 Thread Ron Mayer
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

Re: [osg-users] Clipping lights in a scene

2012-05-31 Thread Ron Mayer
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

Re: [osg-users] Clipping lights in a scene

2012-05-30 Thread Ron Mayer
Thank you Robert, I will be going down the path of projected texturing. Cheers, Ron -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47948#47948 ___ osg-users mailing list osg-users@lists.openscenegra

[osg-users] Clipping lights in a scene

2012-05-30 Thread Ron Mayer
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

Re: [osg-users] Implementing a HUD in QTviewer - hud projection matrix

2012-02-21 Thread Ron Mayer
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

[osg-users] Implementing a HUD in QTviewer - hud projection matrix

2012-02-20 Thread Ron Mayer
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