Thanks Tom. I will try that out.
Cheers,
Sanat.
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Hi Sanat,
Code:
const osg::NodePath& nodePath = picker->getFirstIntersection().nodePath;
is only giving you the first intersection, which may not be either of your
models (it could be terrain, for example). I'm guessing you need to search the
entire set rather than just trying the first inte
Hi Tom,
My scene graph structure is:
Root-->Terrain
Root-->group1-->model1
-->autotransform1
-->shapefileNode1
Root-->group2-->model2
-->autotransform2
-->shapefileNode2
I am trying to pick for model1 and model
osg::NodePath is:
typedef std::vector< Node* > osg::NodePath
Since you have two Node*s that you're looking for, you can iterate through the
NodePath just like any other vector and compare your pointer to the pointers in
the vector.
You could also apply your intersection visitor to the nodes you
Hi,
I have read through the example in the QSG (quick start guide) as well as
example programs for the Picking behavior.
I know how the eventAdapter, handle(), etc works. My problem is:
In my ctor for picking class I set the two nodes for which I want to check if
any of them have been picked.
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