On Sun, Jun 22, 2008 at 12:37 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> Hi Sherman,
>
> You could try using an osg::AutoTransform that is positioned at your
> XYZ and set up to scale to screen coords and rotate to screen, then
> have the subraph by offset up the Y axis (effectively in screen space)
> to give you the offset you want.

The last bit - "have the subraph by offset up the Y axis (effectively
in screen space) to give you the offset you want." - what exactly do
you suggest? What I require is an approximate offset in pixels. For
example, if I want a node (lets use text as an example) to be at
position XYZ in world coordinates and then offset by 45 pixels along
the Y axis - what do you suggest? I have one method working that I'm
not pleased with performance wise. The crucial bit is getting close to
the number of pixels specified to be offset by.


>
> Cheers,
> Robert.
>
> On Sun, Jun 22, 2008 at 1:28 AM, sherman wilcox
> <[EMAIL PROTECTED]> wrote:
>> I have nodes (models, text, etc.) that are positioned in XYZ
>> coordinates that I wish to offset in screen space. My question is
>> what's the best/fastest way to do this. An example follows. I have a
>> piece of text that acts as a label for a point on a sphere. In this
>> case that sphere is an osg ellipsoid model generated by virtual planet
>> builder. I position the text at a given lat/lon/altitude which I
>> translate to a XYZ world coordinate. However, I wish to offset the
>> text in screen space by X,Y pixels. Imagine you want to label a point
>> of interest on this globe but you want the label itself to be offset
>> (updated every frame) by X pixels in the x-dimension and Y pixels in
>> the y-dimension. I have one osg::MatrixTransform node acting as the
>> parent of each text object. I have about 100 of these labels objects.
>> I need to update the offset of the text every few frames. Doesn't have
>> to be every frame, I can accept lazy updates - but it is something
>> that needs to occur rather frequently.
>>
>> What's the best way to accomplish this? I have something working but
>> it's rather slow with 50 or more objects. I'm using IntersectVisitor
>> in the algorithm which is killing performance. Any suggestions?
>> _______________________________________________
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>>
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