[osg-users] viewport is changing after huge sized object ; updating only visible nodes
Sebastian Messerschmidt
sebastian.messerschmidt at gmx.de
Mon Mar 28 05:05:58 PDT 2016
Hi,
> Hi Andrey,
>
> On 22 March 2016 at 09:30, Andrey Perper <TheAndreyp at gmail.com
> <mailto:TheAndreyp at gmail.com>> wrote:
>
> Hey guys!!!!!!!
>
> 1) My scene is set like it is always fits in camera (i guess it is
> osg-default). If i add huge sized object - i see all scene (camera
> flies away), but my viewpoint must stay old.
>
> How to fix that ?
>
>
> First thing is to clarify the language. In OpenGL and therefore the
> OSG the viewport (glViewport / osg::Viewport) is the rectangular
> region of the window that the rendering fills in.
>
> What you are describing is the Viewer's CameraManipulator changing
> it's view matrix, which wrap up the eye, center and up direction) so
> the whole scene is encompassed. This reset of the CameraManipulator
> happens in the home() method. For most applications that just won't
> to use one of the standard CamaeraManipualators (found in the osgGA
> library) re-positing the view is appropriate.
>
> For your specific usage case it sounds like this is not desired.
> CameraManipulators in the OSG are just optional so you can set the
> View's master Camera view matrix directly, or for you to create your
> own custom CameraManipulator, or to subclass from one of the osgGA
> CameraManipulator's and override the methods that you want to modify
> the behaviour of.
>
> I can't say what approach is most appropriate as I know too little
> about the specifics of your application.
>
>
> 2) I have dozen of nodes that are updating in my addUpdateCallback
> functor anyway (whether node is visible or not), but i would want
> to do that only if node is visible. Node has osg::Geode drawables.
>
> How to fix that ?
>
>
> I'm not clear on what you mean here.
I guess he wants to have the updateCallback called for "culled" geodes,
or some way to check if the node was culled.
> Robert.
Cheers
Sebastian
>
>
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