Hi, I'm trying to use a PolytopeIntersector in my scene and so far I have succeeded but only by using the camera (i.e. mCamera->accept(PolyVisitor)) with a PolytopeIntersector built from x and y coordinates in window frame. However I would rather pass the visitor the root of my scene. I am doing this in a virtual reality project, and using the camera seems to complicate things a fair bit because we modify projection matrices and viewports a whole lot.
For my LineSegmentIntersector I have used 3D points in model space, which worked fine when visiting the root of the scene. For the PolytopeIntersector I am unsure how to do this... Only examples I have found so far used either coordinates in projection space or coordinates in window space. Now I have seen the CoordinateFrame MODEL or VIEW in the PolytopeIntersector constructor, but I am unsure as how to use it. I have seen that the Znear plane is fixed to 0 for MODEL and VIEW coordinate frames.. Does this mean that any object behind Z=0 could not be intersected? I also have a bad feeling that building and using the PolytopeIntersector in MODEL and VIEW coordinate frames will make it just rectangular instead of pyramidal. To recapitulate : I am trying to build a polytpe intersector from one 3d point in model space (or world space) and it's orientation. I would prefer this polytope intersector to be independent from the cameras or viewports. I am stuck at this point. Am I assuming something wrong? Did I miss something that could make this simpler? Do you have any clue that could help me? Am I even making sense? :D Thank a lot, Sincerely, Julien-Charles ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23242#23242 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

