Thanks Wojciech, all the changes look sound and now merged and submitted to SVN.

On Thu, Feb 7, 2008 at 10:37 AM, Wojciech Lewandowski
<[EMAIL PROTECTED]> wrote:
>
>
> Hi,
>
> ----1----
>
> Attached is a fixed version of OverlayNode.cpp. I fixed CustomPolytope::cut(
> osg::Plane ) method.  Bug was apparent in such scenario:
>
> Let P1 be some random frustum polytope
> Let P2 be the polytope that was created from P1 bounding box (P2 contains P1
> entirely)
>
> Then ignoring precision errors: P1.cut( P2 ) == P2.cut( P1 ) == P1.  But
> this condition was not always met. Cut failed when some of the polytope
> reference points happened to lie exactly on some intersecting planes in both
> P1 & P2  (plane distance was = 0).
>
> I only use CustomPolytope for my shadowing stuff so I did not test how this
> affects rest of OverlayNode.cpp.
>
> ----2----
>
> Also attached is a minor precision improvement for osg::Plane intersect
> method (double version).
>
> ----3----
>
> I have also one observation regarding osg::Plane - There are two intersect
> vertices methods (float and double flavour):
>
>
> inline int intersect(const std::vector<Vec3>& vertices) const
> inline int intersect(const std::vector<Vec3d>& vertices) const
>
> I guess osg::Plane won't compile when someone changes default vec3 typedef
> to vec3d. Shouldn't the first method be changed to use vec3f explicitly ?
> Ie:
>
> inline int intersect(const std::vector<Vec3f>& vertices) const
>
> ----
>
>
> Modifications are based on latest SVN  code.
>
> Cheers,
> Wojtek Lewandowski
>
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