>
> I have no suggestions, because you have have said nothing at all about how
> you are setting up your viewer - so there is absolutely no clues for us to go
> on to why you might be seeing this difference. All we have to go on is some
> unknown application is producing difference results fo
On 14 April 2016 at 13:50, Ronny Hatteland wrote:
>
> Thank you for the quick reply! You are right. I fixed the input and now it
> is evident that the difference is in the windowMatrix:
>
>
> Code:
> WindowMatrix
> 3.4.0:
> [0] {960.00, 0.0, 0.0,
> 0.00
robertosfield wrote:
> Hi Ronny,
>
>
> I don't recall any specific changes to view matrix management between
> OSG-3.2.1 and OSG-3.4.0. I'm also not aware of any bugs being reported that
> look relevant to this what you are describing.
>
>
> Printing out two sets of view matrices for the tw
The plug-in you used to load your model may behave differently and as a
result the scene's bounding sphere center could have shifted
.
2016-04-14 13:21 GMT+02:00 Robert Osfield :
> Hi Ronny,
>
> I don't recall any specific changes to view matrix management between
> OSG-3.2.1 and OSG-3.4.0. I'm
Hi Ronny,
I don't recall any specific changes to view matrix management between
OSG-3.2.1 and OSG-3.4.0. I'm also not aware of any bugs being reported
that look relevant to this what you are describing.
Printing out two sets of view matrices for the two versions without the
view's being identica
Hi,
I have some code for doing picking of objects on the screen:
Code:
float dX = ea.getX();
float dY = ea.getY();
osg::ref_ptr camera = view->getCamera();
// compute model to window transform
// Model*View*Projection*WindowMatrix
osg::Matrixd matrix;
matrix.postMult(camera->getViewMatrix());
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