Hi Martin,

I've merged Aurelien's changes that all users to set the interesection
mask of the osgManipulator interesection traversal, and believe this
will allow you to achieve the end of ignoring geometry during
intersection testing.

For you own submissions I don't believe it's appropriate to just
blanket ignore geometry, and it's certainly not the original intent of
osgManipulator.  Rather if a application develop wants this behaviour
then it's something then won't to switch on and the use of node masks
achieves this.  For me this is a better and more workable approach so
I'm rejecting your changes as they stand.  If you believe that
something is still missed with the node mask approach then please chip
in with suggestions for improvements, otherwise I'll assume this
matter is closed.

Cheers,
Robert.

On 25 November 2011 07:16, Martin Scheffler <[email protected]> wrote:
> Hi,
>
> in osgManipulator, the current way of handling mouse movements is to do an 
> intersection test at the mouse coordinates and check if the first 
> intersection is a dragger. Only the first intersection is checked, all other 
> are ignored.
>
> For my app, I disable depth tests for draggers so that they are always 
> visible.
> I modified osgManipulator to iterate through ALL intersections until a 
> dragger is found. When I look at the dragger.cpp code it seems that this was 
> a planned behavior, but somehow got forgotten or thrown out for some reason.
>
> Changes in dragger behavior after the patch: The osgManipulator example works 
> as before, the only difference is that it is now possible to pick the 1d and 
> 2d draggers through the geometry attached to them. While this is a change 
> from before I think this is reasonable behavior.
>
> Thank you!
>
> Cheers,
> Martin
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=44030#44030
>
>
>
>
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