Hi,

I see. Of course thats very simple. I had something much more complicated in my 
mind. (Checking if the frustum planes intersect with some bounding box lines or 
so..) 
Anyway..

Here is my solution:


Code:

osg::Vec3f eye, center, up;
float n;
viewA1->getCamera()->getViewMatrixAsLookAt(eye, center, up, n);
//printf("r: %f\n",boundingSphere._radius);
double d = (boxCenter - eye).length();
double fovy = osg::RadiansToDegrees(atan(boundingSphere._radius/d))*2;
double aspectratio = 1.0;
double znear = 1.;
double zfar = 1000.;
viewA1->getCamera()->setProjectionMatrixAsPerspective(fovy,
aspectratio, znear, zfar);




(Of course you can compute the znear and zfar as well by using d and d+radius.)

Cheers,
Johannes

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17397#17397





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