Hi Marcus,
On Thu, 2005-10-13 at 11:15 +0200, Marcus Lindblom wrote:
>
> Ah. Neato. Well, they are where they should be. However, when the
> geometry within dissappear they turn red, otherwise they are blue or
> sometimes green.
Green means fully visible, blue means partially visible, red means
invisible.
> I disabled frustum culling, then I got warnings about the frustum volume
> having left parallell to top. (OpenSG ought to check/warn for that in
> some other place as well.)
That warning comes from the volume drawer, that's why it didn't show up
before. And it's actually normal when you turn off frustum culling, in
that case the frustum isn't even calculated, so its values are
undefined. If it doesn't happen when frustum culling is on, that should
be fine.
> So, it turned out that my initialization of my perspective camera (which
> sets aspect and fov) didn't use CPEdit. (Must have missed that when I
> did a general search for "->set(" yesterday). Amazing that I've gotten
> away with that for 6 months. :)
Are you running multi-threaded? If not, you can get away with many
things. And even if, a later beginEditCP without mask will take care of
it.
On Thu, 2005-10-13 at 12:06 +0200, Marcus Lindblom wrote:
>
> Hmm.. nope.. still not working.. (this is quite difficult to reproduce)
> .. but I can get on by disabling culling for this scene.
With difficult to reproduce, do you mean it only happens for rare
frames? Or does it happen all the time?
> Wierd. How do I ensure that the perspective camera has a correct frustum
> volume? It certainly looks ok visually (using near=0.002 far=1 fov=.5
> (rad) aspect=1).
I have no idea how it could become corrupted, if you just use a
PerspectiveCamera... There's not much that can go wrong there. Could
there be some weird matrix for the Camera beacon? But if the image looks
ok, that's not very probable. If you reproduce it, can you put a
breakpoint in the FrustumVolume constructor and tell me what the matrix
is?
I'm a little stumped.
Yours
Dirk
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