Hello everyone! I'm writing a bit of code using parts of OSG and pure
OpenGLES2. This isn't exactly an OSG question, per se, but there are a
lot of OpenGL experts here and this is a great resource. :) Any help is
appreciated!
In my particular scene, I do not maintain a matrix representing my
"camera"; there is a global projection matrix and each Drawable
maintains its own model matrix. For this reason, whether pedantically
right or wrong, I say that my camera always sits at 0, 0, 0 and looks
into a frustum created using the equivalent of gluPerspective(45, 1, 1,
100).
What I'm looking for is the trigonometric calculation that would allow
me to determine either the Z value to translate my scene or the scale to
apply to my scene in order to fit the entire thing cleanly into my viewport.
I have both the osg::BoundingBox and osg::BoundingSphere of my scene,
but since I'm not using a camera manipulator or view matrix directly, I
can't simply reference the code in CameraManipulator.cpp.
Furthermore: I have this working currentls in a VERY TERRIBLE way. :)
What I do is use reimplementations of gluProject and gluUnproject to
caclulate screen-to-world and world-to-screen coordinates. I then use
those values to figure out how much to scale my scene by, but this feels
so wrong (and bound to a known window size) that I know there must be a
better way.
Thanks!
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