On Tue, 2011-07-05 at 10:38 -0600, Paul Martz wrote:
> On 7/5/2011 10:10 AM, Glenn Waldron wrote:
> > I usually pull them from the CullVisitor/CullStack during the cull 
> > traversal.
> 
> Right -- During cull you can access these from the CullVisitor:
>      osg::RefMatrix* view = cv->getModelViewMatrix();
>      const osg::Camera* cam = cv->getCurrentCamera();
>      const osg::Matrix& proj = cam->getProjectionMatrix();
>      const osg::Viewport* vp = cam->getViewport();
> 
> If you're trying to get these during draw, you need to get them from 
> osg::State:
>      const osg::State* state = renderInfo.getState();
>      const osg::Matrix& view = getModelViewMatrix();
>      const osg::Matrix& proj = getProjectionMatrix();
>      const Viewport* vp = getCurrentViewport();
> 
>     -Paul

Thanks Paul and Glenn. I have a cool example coming demonstrating Signed
Distance Field rendering, particularly as it pertains to text (inspired
by an e-mail from a fellow named John Smith. It's exceptionally cool
stuff, I'm just having trouble understanding the relationship between
the current ViewMatrix and and the algorithm's idea of "scale."

I get decent results with a 1:1 ratio, but there's more to it than that.
Much reading shall take place!

> >
> > Glenn Waldron / Pelican Mapping / @glennwaldron
> >
> >
> > On Tue, Jul 5, 2011 at 12:01 PM, Jeremy Moles <[email protected]
> > <mailto:[email protected]>> wrote:
> >
> >     Hey guys, I have a really quick question. I'm trying to debug a piece of
> >     code and what I need is access to the current MV/Proj matrices as
> >     affected by the Viewer's active camera.
> >
> >     I see that they can both be queried from an osg::State object, though
> >     I've never had to interface directly with this.
> >
> >     Does anyone have any quick tricks?
> >
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> 


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