I have commented out those lines in svn revision: 9171. The problem with
2D scenes I reported is gone and everything else seems to work as it did
before.

If you would like, I would be happy to write a regression test.

Frank

On Sun, Nov 16, 2008 at 11:41:10AM +0000, Robert Osfield wrote:
> Hi Frank,
> 
> Good detective work.  I hadn't thought about this tiny little
> "optimization" in the updateCalculatedNearFar.  This optimization only
> makes sense of perspective projections, and if fact could probably be
> safely removed completely for all types of projection matrices.
> 
> Could you comment out the lines:
> 
>     if (d_far<0.0)
>     {
>         // whole object behind the eye point so discard
>         return false;
>     }
> 
> >From CullVisitor::updateCalculatedNearFar and see how you get on.  If
> that works fine then we'll need to look at a fix in svn.
> 
> Robert.
> 
> On Fri, Nov 14, 2008 at 9:05 PM,  <[EMAIL PROTECTED]> wrote:
> > 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
> >> >> > > osg-users@lists.openscenegraph.org
> >> >> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >> >> > >
> >> >> > _______________________________________________
> >> >> > osg-users mailing list
> >> >> > osg-users@lists.openscenegraph.org
> >> >> > 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
> >> >> osg-users@lists.openscenegraph.org
> >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >> >
> >> > _______________________________________________
> >> > osg-users mailing list
> >> > osg-users@lists.openscenegraph.org
> >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >> >
> >> _______________________________________________
> >> osg-users mailing list
> >> osg-users@lists.openscenegraph.org
> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > _______________________________________________
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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