[osg-users] converting node coordinates
Bruno Oliveira
bruno.manata.oliveira at gmail.com
Thu Jun 22 10:57:45 PDT 2017
Probably it does, however I tried deactivating Culling and my scene is not
rendered properly anymore (some LOD nodes are not rendered).
My bounding spheres are correctly calculated. Are they set with
node->setInitialBound(calculatedBound); ?
2017-06-22 18:54 GMT+01:00 sam <brkopac at gmail.com>:
> When you zoom your mouse feel forward it's possible that the new sphere is
> outside the camera's view and thus being culled out of the drawing. Check
> to make sure the sphere doesn't end up behind the camera.
>
> On Thu, Jun 22, 2017 at 10:38 AM, Bruno Oliveira <
> bruno.manata.oliveira at gmail.com> wrote:
>
>> I am almost sure I am making some mistake on setting the node's bounding
>> sphere. Is my code correct on that example I gave?
>>
>> 2017-06-22 18:29 GMT+01:00 Bruno Oliveira <bruno.manata.oliveira at gmail.c
>> om>:
>>
>>> Sorry I'm not sure what you're asking.
>>>
>>> I manipulate my scene with a Mouse Manipulator (Trackball), hence the
>>> view is refreshed and I can see my nodes, but if I zoom in they disappear
>>>
>>> 2017-06-22 18:23 GMT+01:00 Sam Brkopac <brkopac at gmail.com>:
>>>
>>>> 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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>>>
>>
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