[osg-users] converting node coordinates

Sam Brkopac brkopac at gmail.com
Thu Jun 22 10:23:23 PDT 2017


Hi Bruno,

After you manipulate the coordinates do the new bounds result in the node getting culled by the camera?

Thanks, Sam

> On Jun 22, 2017, at 10:12, Bruno Oliveira <bruno.manata.oliveira at gmail.com> wrote:
> 
> Hello,
> 
> I have some osg::Nodes with some initial geometry coordinates.
> 
> Then, after some rendering, at some point I need to transform those initial coordinates. I do something like this:
> 
> 
> void MyNodeGeometry::convertCoordinates() {
> 
>     auto* vert = this->getVertexArray();
> 
>     for (int i = 0; i < vert->size(); i++) {
>         convertCoordinate(vert->operator[](i));
>     }
>     
>     this->setVertexArray(vert);
> 
>     this->setInitialBound(this->computeBound());
>     this->firtyBound();
> 
> }
> 
> 
> Also, in all parent Nodes I call
> 
>     parentNode->setInitialBound(this->computeBound());
>     parent->firtyBound();
> 
> 
> 
> However, when I do this, I can see my points, BUT when I try to manipulate my scene with the mouse, the data disappears if I zoom in, and appears again if I zoom out again.
> This seems like my node's bounds are not well set, But I manually verified all node's bounds and they are correct....
> 
> Any idea?
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