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Hi,<br>
<blockquote
cite="mid:CAFN7Y+XweMSyJkAg9wvGvGBTaLc58CTCoy1K_Psy6pUJfHk=Xg@mail.gmail.com"
type="cite">
<div dir="ltr">Hi Andrey,<br>
<div class="gmail_extra"><br>
<div class="gmail_quote">On 22 March 2016 at 09:30, Andrey
Perper <span dir="ltr"><<a moz-do-not-send="true"
href="mailto:TheAndreyp@gmail.com" target="_blank">TheAndreyp@gmail.com</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">Hey
guys!!!!!!!<br>
<br>
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.<br>
<br>
How to fix that ?<br>
</blockquote>
<div><br>
</div>
<div>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.<br>
<br>
</div>
<div>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. <br>
<br>
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.<br>
<br>
</div>
<div>I can't say what approach is most appropriate as I know
too little about the specifics of your application.<br>
</div>
<div><br>
</div>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">
<br>
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.<br>
<br>
How to fix that ?<br>
</blockquote>
<div><br>
</div>
<div>I'm not clear on what you mean here. <br>
</div>
</div>
</div>
</div>
</blockquote>
I guess he wants to have the updateCallback called for "culled"
geodes, or some way to check if the node was culled. <br>
<blockquote
cite="mid:CAFN7Y+XweMSyJkAg9wvGvGBTaLc58CTCoy1K_Psy6pUJfHk=Xg@mail.gmail.com"
type="cite">
<div dir="ltr">
<div class="gmail_extra">
<div class="gmail_quote">
<div> </div>
<div>Robert.<br>
</div>
</div>
</div>
</div>
</blockquote>
Cheers<br>
Sebastian<br>
<blockquote
cite="mid:CAFN7Y+XweMSyJkAg9wvGvGBTaLc58CTCoy1K_Psy6pUJfHk=Xg@mail.gmail.com"
type="cite">
<div dir="ltr">
<div class="gmail_extra">
<div class="gmail_quote">
<div> </div>
</div>
</div>
</div>
<br>
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<br>
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