Hi guys,
I've been trying to setup my Polytope as my cameras' frustum with no such luck.
Robert has the setup changed? I'm using osg 2.8.1.
Is this correct? What am I doing wrong?
osg::Polytope frustum;
frustum.setToUnitFrustum();
frustum.transformProvidingInverse( camera-getViewMatrix() );
On 18 February 2010 15:13, Sean McVey sean.r.mc...@lmco.com wrote:
Hi guys,
I've been trying to setup my Polytope as my cameras' frustum with no such
luck. Robert has the setup changed? I'm using osg 2.8.1.
Is this correct? What am I doing wrong?
osg::Polytope frustum;
Hi Simon,
What you need to do is use the Polytope::setToUnitFrustum(..) method
to create the eye space -1,1 unit cube, then transform this is to
world coordinates by multiplying it by the inverse of the camera's
view matrix. It just so happens that there is a
Thanks Robert :)
Put me on the right track. Just for reference if anybody else needs it:
osg::Polytope frustum;
frustum.setToUnitFrustum();
frustum.transformProvidingInverse(
pViewer-getCameraManipulator()-getInverseMatrix() *
pViewer-getCamera()-getProjectionMatrix());
2009/5/14 Robert
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