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: Re: [osg-users] Getting world coord bounding box
Siddharth Palaniappan wrote on Monday, December 03, 2007 7:18 AM:
> Hi Daniel,
>
> I tried getting the WC from the animationpathcallback and
> concatenating with other matrices along the nodes. I get wierd
> results. When the vehicle go
rootNode transformation is the identity and the vehicle
has
no transform node at all so that the transformation in world coords is
simply the transformation of 'vehicleAnimation'!
i hope this helps.
if not, try looking at this example:
http://osgcvs.no-ip.com/osgarchiver/archives/February2005
i missing anything? ANy
suggestions?
Thanks for your help...
Siddharth
- Original Message
From: Siddharth Palaniappan <[EMAIL PROTECTED]>
To: OpenSceneGraph Users
Sent: Saturday, December 1, 2007 2:56:27 PM
Subject: Re: [osg-users] Getting world coord bounding box
Hi daniel,
coordinates and the one AFTER transforming.
just
render to boxes or render spheres in two different colors marking the
positions of the corners.
i am sure, having something visually, you will be able to figure out
the
problem.
cheers,
daniel
Siddharth Palaniappan wrote:
> Hi Daniel,
>
ssage
From: Siddharth Palaniappan <[EMAIL PROTECTED]>
To: OpenSceneGraph Users
Sent: Saturday, December 1, 2007 2:41:19 PM
Subject: Re: [osg-users] Getting world coord bounding box
Hi daniel,
I read thru this at the osg site :
http://www.openscenegraph.org/projects/osg/wiki/Su
:
M * x = x',
whereas M is your 'WorldCoordsMatrix', x is your local BBox vector and
x' is the same in world coords.
hope this helps.
daniel
Siddharth Palaniappan wrote:
> Hi osg users,
>
> I'm currently using openscenegraph for my class project to simulate
traff
Hi osg users,
I'm currently using openscenegraph for my class project to simulate traffic. I
have a problem in that , i need to find collision detection between consecutive
cars and stop the car if there is a collision. I have followed the
osgExample- for animation. I have used an animationpa
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