Thanks Paul,

I understand how to go through the OpenGL pipe to convert from World to
Screen coordinates and back

eye_coordinate = world_coordinate * view_matrix; 
clipspace_coordinate = eye_coordinate * projection_matrix; 
screen_coordindates = clipspace_coordinate * viewport_matrix; 

But I'm unclear how to do it to get distance subtended by a single
pixel.
Can you point me to an example or an article?  

Best Regards

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Paul
Martz
Sent: Tuesday, December 01, 2009 6:26 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Distance Per Pixel Calculation


Hi Nelson -- Given a world/eye coordinate distance from the eye, a 
viewport, and a projection matrix, you can determine the world/eye 
coordinate distance subtended by a single pixel by back-transforming 
through the OpenGL transformation pipe. At a former employer, I used 
such a technique to control the LOD of our rendered terrain.

Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466



Cysneros, Nelson A CIV SPAWARSYSCEN-PACIFIC, 56510 wrote:
> I'm trying to determine the given distance per pixel (or group of
> pixels)  on my scene.
>  
> I'm using an Intersection to get the World XYZ coordinates at a given 
> Screen XY point, then getting a second set of World XYZ coordinates 
> after incrementing the Screen point.
>  
> Then Calculating the distance between the two World XYZ coordinates.
>  
> Is there a better way of doing this?
>  
> Thanks
> 
> 
> 
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