osgUtil/CullVisitor.cpp line 644-645:

  // whole object behind the eye point so discard
  return false;

Perhaps its not called "culling" in this case but my code hits this return
statement and as a result, the drawable is not added to the StateGraphList in
RenderBin. OpenGL is never given a chance to clip.

Frank

On Fri, Nov 14, 2008 at 08:22:31PM +0000, Robert Osfield wrote:
> Hi Frank,
> 
> If culling is switched off then culling is off, the eye point will
> make no difference.
> 
> What difference you moving the eye point will be in the clipping due
> to the position of near/far plane.
> 
> Robert.
> 
> On Fri, Nov 14, 2008 at 8:09 PM,  <[EMAIL PROTECTED]> wrote:
> > I think I figured it out. It looks like even with culling turned off,
> > nodes that are behind the "eye point" are culled. See
> > osgUtil/CullVisitor.cpp line 645.
> >
> > I now calculate the view matrix as follows.
> >
> >  osg::Matrixd matrix = osg::Matrixd::translate( -center );
> >  matrix.postMultRotate( osg::Quat( PI, osg::Vec3d( 1.0, 0.0, 0.0 ) ) );
> >  matrix.postMultTranslate( osg::Vec3d( 0.0, 0.0, -0.5 ) );
> >
> > Adding the last translation transform to push the nodes away from the
> > "eye point" made the problem go away.
> >
> > Is this a bug?
> >
> > Frank
> >
> > On Thu, Nov 13, 2008 at 11:38:14AM -0500, [EMAIL PROTECTED] wrote:
> >> Hi Robert,
> >>
> >> Thanks for the quick response. That was a good suggestion. However it
> >> looks like that is not the problem. All of my nodes live on the z=0.0
> >> plane and my projection matrix is
> >>
> >>   osg::Matrixd::ortho( -aspectRatio, aspectRatio, -1.0, 1.0, -1.0, 1.0 )
> >>
> >> I have attached a small code sample that exhibits the problem.
> >>
> >> Frank
> >>
> >> On Thu, Nov 13, 2008 at 04:24:37PM +0000, Robert Osfield wrote:
> >> > Hi Frank,
> >> >
> >> > My best guess is that your projection matrix isn't wide enough to
> >> > encompass your scene and near/far clipping is clipping out the
> >> > fragments.  This may well look like culling, often users do mistake
> >> > clipping with culling so chase up the wrong part of the pipeline.
> >> >
> >> > Robert.
> >> >
> >> > On Thu, Nov 13, 2008 at 4:18 PM,  <[EMAIL PROTECTED]> wrote:
> >> > > Greetings osg community,
> >> > >
> >> > > I'm have written a custom MatrixManipulator for a 2D scene and I am
> >> > > experiencing a strange problem. As I pan and zoom around, some of the
> >> > > nodes in the scene disappear abruptly as if they are being culled
> >> > > inappropriately. However, disabling culling has no effect.
> >> > >
> >> > > The behavior is erratic and unpredictable which smells to me like I'm 
> >> > > on
> >> > > the border of a floating point inequality. I have discovered two ways
> >> > > that seem to make the problem go away.
> >> > >
> >> > > One:
> >> > >
> >> > >  One of the transformations I use to construct the view matrix is
> >> > >
> >> > >    osg::Matrixd::rotate( osg::Quat( PI, osg::Vec3d( 1.0, 0.0, 0.0 ) ) )
> >> > >
> >> > >  If I replace that with
> >> > >
> >> > >    osg::Matrixd::scale( osg::Vec3d( 1.0, -1.0, 1.0 ) )
> >> > >
> >> > >  the problem seems to go away.
> >> > >
> >> > > Two:
> >> > >
> >> > >  All of the nodes in my seen that exhibit this problem have a 2D
> >> > >  bounding box. i.e.
> >> > >
> >> > >     osg::BoundingBox const & bb = pGeode->getBoundingBox();
> >> > >     assert( bb.zMax() - bb.zMin() < 1e-5 );
> >> > >
> >> > >  If I give the nodes some depth so that the above assert would fail,
> >> > >  the problem seems to go away.
> >> > >
> >> > > I suspect that these are not actual solutions. In any case, I would 
> >> > > like
> >> > > to understand what is happening under the covers. Any ideas?
> >> > >
> >> > > Frank
> >> > >
> >> > > _______________________________________________
> >> > > osg-users mailing list
> >> > > [email protected]
> >> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >> > >
> >> > _______________________________________________
> >> > osg-users mailing list
> >> > [email protected]
> >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >>
> >> #include <osg/Geode>
> >> #include <osg/Geometry>
> >> #include <osgViewer/Viewer>
> >>
> >> #include <iostream>
> >> #include <cassert>
> >>
> >> osg::ref_ptr< osg::Node > CreateGraph()
> >>   {
> >>   osg::ref_ptr< osg::Geode >    pGeode    = new osg::Geode();
> >>   osg::ref_ptr< osg::Geometry > pGeometry = new osg::Geometry();
> >>   pGeode->addDrawable( pGeometry.get() );
> >>
> >>   // Vertices
> >>   osg::ref_ptr< osg::Vec3Array > pVerts = new osg::Vec3Array( 4 );
> >>   (*pVerts)[ 0 ] = osg::Vec3( 0.0, 0.0, 0.0 );
> >>   (*pVerts)[ 1 ] = osg::Vec3( 1.0, 0.0, 0.0 );
> >>   (*pVerts)[ 2 ] = osg::Vec3( 1.0, 1.0, 0.0 );
> >>   (*pVerts)[ 3 ] = osg::Vec3( 0.0, 1.0, 0.0 ); // dosen't work
> >>   //(*pVerts)[ 3 ] = osg::Vec3( 0.0, 1.0, 0.1 ); // works as expected
> >>   pGeometry->setVertexArray( pVerts.get() );
> >>
> >>   pGeometry->addPrimitiveSet( new osg::DrawArrays( 
> >> osg::PrimitiveSet::QUADS, 0, 4 ) );
> >>
> >>   osg::ref_ptr< osg::Vec4Array > pColors = new osg::Vec4Array( 4 );
> >>   (*pColors)[ 0 ] = osg::Vec4( 1.0f, 1.0f, 1.0f, 1.0f );
> >>   (*pColors)[ 1 ] = osg::Vec4( 1.0f, 0.0f, 0.0f, 1.0f );
> >>   (*pColors)[ 2 ] = osg::Vec4( 0.0f, 1.0f, 0.0f, 1.0f );
> >>   (*pColors)[ 3 ] = osg::Vec4( 0.0f, 0.0f, 1.0f, 1.0f );
> >>   pGeometry->setColorArray( pColors.get() );
> >>   pGeometry->setColorBinding( osg::Geometry::BIND_PER_VERTEX );
> >>
> >>   osg::ref_ptr< osg::StateSet > pState = pGeode->getOrCreateStateSet();
> >>   pState->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
> >>
> >>   osg::BoundingBox const & bb = pGeode->getBoundingBox();
> >>   std::cout
> >>     << "BoundingBox = ("
> >>     << bb.xMin() << ","
> >>     << bb.yMin() << ","
> >>     << bb.zMin() << ","
> >>     << bb.xMax() << ","
> >>     << bb.yMax() << ","
> >>     << bb.zMax() << ")"
> >>     << std::endl;
> >>
> >>   return pGeode.get();
> >>   }
> >>
> >> int main( int argc, char * argv[] )
> >>   {
> >>   int const x = 100;
> >>   int const y = 100;
> >>   int const w = 800;
> >>   int const h = 800;
> >>
> >>   osg::ref_ptr< osg::GraphicsContext::Traits > pTraits = new 
> >> osg::GraphicsContext::Traits();
> >>   pTraits->x                = x;
> >>   pTraits->y                = y;
> >>   pTraits->width            = w;
> >>   pTraits->height           = h;
> >>   pTraits->windowDecoration = true;
> >>   pTraits->doubleBuffer     = true;
> >>   pTraits->sharedContext    = 0;
> >>
> >>   osg::ref_ptr< osg::GraphicsContext > pContext =
> >>     osg::GraphicsContext::createGraphicsContext( pTraits.get() );
> >>   assert( pContext.valid() );
> >>
> >>   osgViewer::Viewer viewer;
> >>
> >>   viewer.getCamera()->setGraphicsContext( pContext.get() );
> >>   viewer.getCamera()->setClearColor( osg::Vec4( 0.0, 0.0, 0.0, 1.0 ) );
> >>   viewer.getCamera()->setViewport( new osg::Viewport( 0, 0, w, h ) );
> >>   viewer.getCamera()->setGraphicsContext( pContext.get() );
> >>   viewer.getCamera()->setCullingMode( osg::CullSettings::NO_CULLING );
> >>
> >>   double const aspectRatio = double(w)/double(h);
> >>   //osg::Matrixd ortho = osg::Matrixd::ortho2D( -aspectRatio, aspectRatio, 
> >> -1.0, 1.0 );
> >>   osg::Matrixd ortho = osg::Matrixd::ortho( -aspectRatio, aspectRatio, 
> >> -1.0, 1.0, -1.0, 1.0 );
> >>   viewer.getCamera()->setProjectionMatrix( ortho );
> >>
> >>   osg::ref_ptr< osg::Node > pGraph = CreateGraph();
> >>
> >>   viewer.setSceneData( pGraph );
> >>
> >>   viewer.realize();
> >>
> >>   int               n = 0;
> >>   int const         N = 4000; // adjust for your computer speed
> >>   osg::Vec3d const  initialCenter( 0.5, 0.5, 0.0 );
> >>
> >>   while ( !viewer.done() )
> >>     {
> >>     n = ( n + 1 ) % N;
> >>     double d = -double(n)/double(N);
> >>
> >>     osg::Vec3d center = initialCenter + osg::Vec3d( 0.0, d, 0.0 );
> >>     //std::cout
> >>     //  << "center = ("
> >>     //  << center[0] << ","
> >>     //  << center[1] << ","
> >>     //  << center[2] << ")"
> >>     //  << std::endl;
> >>
> >>     osg::Matrixd matrix = osg::Matrixd::translate( -center );
> >>
> >>     // doesn't work
> >>     double const PI = 3.14159265;
> >>     matrix.postMultRotate( osg::Quat( PI, osg::Vec3d( 1.0, 0.0, 0.0 ) ) );
> >>
> >>     // works as expected, but left handed coordinate system is not desired
> >>     //matrix.postMultScale( osg::Vec3d( 1.0, -1.0, 1.0 ) );
> >>
> >>     viewer.getCamera()->setViewMatrix( matrix );
> >>
> >>     viewer.frame();
> >>     }
> >>
> >>   return 0;
> >>   }
> >>
> >
> >> _______________________________________________
> >> osg-users mailing list
> >> [email protected]
> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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