Now that my problem is resolved, I thought about why I was having so much
trouble finding the resolution. It occured to me early on that my near/far
settings might be involved early on and appearently my attempt to override
what I was setting was ineffective.
The problem was ultimately
hi all,
I found a fix for my problem. After making only very slow progress
trying to debug actions mainly taking place in inline functions, I found
that I merely needed to open up the near and far distances in
setProjectionMatrixAsOrtho for my HUD camera.
If anyone has advice on debugging
I had a problem in my application some time ago that sounds similar. I
have worked around the issue in a way not unlike Jean-Sébastien Guay.
If I remember correctly, the problem I was experiencing was due to the
fact that the intersections are sorted by depth without regard to
viewports. So even
Thanks Frank. I don't think I'm having the same problem. I fail to
get an interestion hit of my HUD geometry when it's over the background.
I don't get 3-D geometry instead. I get nothing.
I'm not sure if J-S's idea that something in changing between the
perspective and orthogonal cameras is
Hi Don,
If you put some smallish geodes into your (non-HUD) scene - not just a
background, but some test cubes or spheres or something - does your picker
class pick those objects as you expect?
Cheers,
Tom
--
Read this topic online here:
Hi Don,
Sorry to hear your problem doesn't seem to be the same as mine.
It looks like I need some quality debugging time.
That generally helps make things clear. In particular for the
intersectors it's generally pretty easy to see why your node is being
rejected when you're tracing through
Hey guys,
I managed to squeeze in a little debugging on this problem. Here's what
I've got so far. I've pared down my scene to a small set 3-D lines and
a single annotation arrow in my HUD camera.
If I pick on the arrow when the main camera is orthogonal I can see
than inside
I meant to say the archives *weren't* very helpful.
-Don
Don Leich wrote:
hi all,
I'm having a problem with not being able to pick on my HUD geometry when
the main camera has a perspective projection. My app is able to toggle
between
perspective and orthographic. Picking on the HUD
Hi Don,
I'm having a problem with not being able to pick on my HUD geometry when
the main camera has a perspective projection. My app is able to toggle
between
perspective and orthographic. Picking on the HUD geometry works fine with
orthographic, and the HUDs are visible in both projections.
Hi J-S,
Thanks for your suggestion, but your workaround didn't work for me.
I've been running OSG 2.8.3 and also tried 2.9.7 with no improvement.
In my code _s_scene-getHUDCamera() returns the post render camera for
my HUD geometry. I also have a pre render camera used for a background
image
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