Thanks Christian and Robert,
I took Christian's advice and was able to get the render order (by looking at
the bin number) of each node that was hit and just return the node with the
highest render order.
I didn't attempt incorporating the z buffer. Seemed a little over my head.
Thanks so
Can't you attach user data element to your Geodes or Geometry objects that
roughly correspond to render bins or rendering order? Then in the
intersection code, get a list of all hits, and sort it by render order
first, followed by depth. This of course means that you have to pretty
tightly control
Hi John-Luke,
The osgUtil::IntersectionVisitor/LineSegmentIntersector is based of pure
geometry calculations, there isn't any reference to rendering elements so
has no knowledge of what may or may not have been rendered.
If you want to have picking based on rendering results you'll need to
Hi all,
Hopefully this isn't too newbie a question.
Let's say I have a camera at the origin, looking down +x axis.
I have a cube at position (1,0,0) and a sphere at position (5,0,0).
If I render my scene normally, I will see (from the camera) the cube, but not
the sphere because it is occluded
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