On 15 September 2016 at 17:19, Bruno Oliveira
wrote:
> I see. That means I need to manually keep updating my near/far plane.
NO. If you want the OSG to use your projection matrices then you
simply need to switch off the automatic compute of the near/matrix as
I have already told you how to do.
I see. That means I need to manually keep updating my near/far plane.
Is there no other way?
- Can I manually trigger a culling traversal?
- I know the delta in z in which I am moving my camera. Can I calculate the
new near and far planes the traversal will assign after the traversal? Example:
On 15 September 2016 at 16:57, Bruno Oliveira
wrote:
> Hello,
>
> I just verified and it is indeed related to near and far planes.
> I am zooming my camera, and therefore, somewhere along the OSG update loops,
> the near and far planes will change but I don’t know what the new value is
> going t
Hello,
I just verified and it is indeed related to near and far planes.
I am zooming my camera, and therefore, somewhere along the OSG update loops,
the near and far planes will change but I don’t know what the new value is
going to be.
I need to reproduce that in my code, as in:
>> camera->se
Hi Bruno,
There a few two many unknowns for us to know what is going on. So we
can only guess.
Could it be that the OSG's default clamping of the near/far values to
fit with the bounds of the scene in the view frustum is what is
adjusting the projection matrix?
Try setting the ComputeFarMode to
Hello,
I am trying to set my view and projection camera matrix. I do this inside a
custom camera manipulator code I am building.
I set the camera view matrix as
camera->setViewMatrix(getInverseMatrix());
After this, since I am using a perspective projection matrix, I know I need
to update my p
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