Hi Tanguy,
It's several years since I wrote the below code, but from looking at
it now it looks like I was experimenting with adding a tolerance value
to account for numerical errors. In this case the tolerance is set to
0.0 so in effect the n1 = cos(acosf(n1)) will cancel out to not change
the n
Hi,
I need to check whether an object occludes another object behind it. To
do so, I currently use a class derived from osgShadow::OccluderGeometry
to compute the occlude silouhette from the camera point of view, and
create an osg::Polytope from that silouhette.
Going through osgShadow::Occ
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