Dear OSGers, I'm kind of stumped and I was hoping that somebody might tell me where to look...
I have a HUD (simple geometry underneath a Ortho projection node underneath a Post-render camera) exactly as per the osgpick example . I pick exactly as per osgpick, although I parse mouse button events (push, release, drag) rather than FRAME events. I have several "windows", which consist of a matrix transform, and various bits of geometry - rectangles, text etc. - underneath. I have code that enables DRAG to move the window by updating the transform. Some of the window elements occasionally are changed (e.g. text updated etc.). Now the problem : usually, view->computeIntersections correctly returns a number of hits based on what is under the mouse pointed. However, if nothing is changing in the window, then view->computeIntersections() _usually_ fails to intersect with _any_ of the underlying geometry of that window. I say usually because to start with, all is fine, but after a few seconds of moving windows around, the intersection visitor no longer returns hits from them. If any geometry in the window changes, then view->computeIntersections will then return valid geometry intersections for a while, until it stops returning anything. The geometry is still there, on screen, just unpickable with a LineSegmentIntersector. What is particularly wierd is the fact that it works for a while and then stops working. I have tried to work my way through the LineSegmentIntersector, but got lost. Is there some cache of objects for intersection that isn't being updated? All the objects have their data variance set as DYNAMIC, so not sure it can be that. Am I missing something akin to calling dirty() somewhere, in order to "refresh" the intersector's cache of objects? Is this a problem with LineSegmentIntersector and Ortho2D projections? I presume not, because osgpick works... I can modify osgpick to try to demonstrate, if that helps. Has anybody seen anything like this? All pointers appreciated... David
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