ttaw wrote:
The world coord you mentioned is cooresponding to the earth view, but the
world coord I calculate by osg::computeLocalToWorld function is not for earth
view.
osg::computeLocalToWorld is about ModelMatrices, not about ViewMatrices.
ttaw wrote:
For some purpose, I want these
ttaw wrote:
Sorry for my English.I meant that those two coords should be corresponding to
a single coordinate system, either local coord system or world coord system
or view coord system would be ok
Which two vectors?
In any case, given two vectors expressed in coords of different
I received that my last msg of Tue Jul 08, 2014 2:09 was too large for the
large mailing list to pass unmoderated, and indeed I would not not want to send
mails with a 0.6M attachment.
So @ttaw: the mentioned bugfix is an attachment of a post in the OSG forum.
--
Read this
Thank you, Solkar, you are so kind.
I downloaded your code from osg forum, and ran the application. I found what
really matters is the following two functions:
setUseModelViewAndProjectionUniforms, setUseVertexAttributeAliasing, and
osg_ModelViewMatrix in shader files.Am I right? But the
ttaw wrote:
But the problem still exists:
[/quote]
This
[quote=ttawthe position coordinate of the text node remains mag
x00[/quote]
is not a problem.
That is simply the world coordinate corresponding to the of the view the viewer
creates for the perspective projection of the sphere.
Hi, Solkar:
The world coord you mentioned is cooresponding to the earth view, but the
world coord I calculate by osg::computeLocalToWorld function is not for earth
view.For some purpose, I want these two coords should be for a single view
position. How can I do it?
--
Very well.
Some preliminary remarks:
The sphere
Code:
geode-addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3d(0,0,0),
650.0)));
has a radius of 6.5E6, whereas your orthographic frustum
Code:
node-setProjectionMatrix(osg::Matrix::ortho2D(0, 1600, 0, 900));
is 3
I tested my compiler(VisualStudio2010sp1), and found that c++11 is not
supported unfortunately.It seems that ... is the problem.Following is the
output info:
VOODOO=1:
1InitializeBuildStatus:
1 Debug\test111.unsuccessfulbuild?? Touch ??
1ClCompile:
1 1.cpp
ttaw wrote:
thanks.I see.I will post an attachment when i finish the sscce
You got me wrong, no need anymore for you to provide code.
I already fixed that little bug in your app, I just want to know if your
compiler supports current C++ - it would be rather cynical to give you a bug
fix you
Really?I will have a test on your code when I'm ready next monday.Thank you so
much:)
--
Failure is the mother of success.
Wu Zhicheng
-- Original --
From: Solkar Graphics;sol...@freenet.de;
Date: Sat, Jul 5, 2014 10:50 PM
ttaw wrote:
Really?I will have a test on your code when I'm ready next monday.Thank you
so much:)
You again got me wrong .
The code I posted yet is not the bug fix itself, but just a test for C++11
support for your compiler.
--
Read this topic online here:
Hi,
Well...I was more thinking about a SSCCE than a whole project, but anyway:
Does your compiler support the currently effective (2011) standard for C++
sufficiently?
try e.g. to compile this:
ttaw wrote:
No, the text node is parented to root,sibling with the earth node.I think if
osg_ViewMatrixInverse is from eye position, the result could also be about
-x00 because gl_ModelViewMatrix*vertex is between -1 and 1, after
transforming to world coords, the value could be
Hi, Solkar:
My SSCCE is as the attachment.Run the application, and drag the earth and
release, the earth would rotate, and you'll see a red block shows near the
right side, which indicates the coordinates I got is less than -100.Thanks.
--
Failure is the mother of
Hi,all:
I want to get world coordinates of vertices in shader. I used:
osg_ViewMatrixInverse*(gl_ModelViewMatrix*vertex);
But the result is wrong if the geode is a child of an HUD camera node which
is in the scenegraph.It seems that the uniform osg_ViewMatrixInverse is not for
the HUD
ttaw wrote:
I want to get world coordinates of vertices in shader. I used:
osg_ViewMatrixInverse*(gl_ModelViewMatrix*vertex);
But the result is wrong if the geode is a child of an HUD camera node
(emphasis mine)
What are the symptoms?
ttaw wrote:
which is in the scenegraph.It seems that
Hi, Solkar:
Following is the symptoms: There's an earth node under scene root whose
coordinates are between 500 and 700. And also an ortho-projecting HUD
camera with width 1600 and height 900 is under root.Under the HUD camera, a
geode with text whose position is (1300,500,0) and
ttaw wrote:
Following is the symptoms: There's an earth node under scene root whose
coordinates are between 500 and 700. And also an ortho-projecting HUD
camera with width 1600 and height 900 is under root.Under the HUD camera, a
geode with text whose position is (1300,500,0) and
No, the text node is parented to root,sibling with the earth node.I think if
osg_ViewMatrixInverse is from eye position, the result could also be about
-x00 because gl_ModelViewMatrix*vertex is between -1 and 1, after
transforming to world coords, the value could be millions.
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