I am using 3.2.1. The mouse values , e.g. ea.getX are correct, but getXMax
are wrong. Xmax, Ymax is always 1 , whereas getX returns e.g. 600.
Am 06.05.2014 14:33 schrieb "Wouter Roos" <[email protected]>:

> Hi Martin,
>
> I simply use
>
> Code:
>                   osgUtil::LineSegmentIntersector::Intersections
> intersections;
> view->computeIntersections( ea.getX(),  ea.getY(),intersections));
>
>
>
> which is giving me correct results on Android and Windows, with using the
> EventQueue of the window(s) on Android. I was iirc getting the correct
> mouse ranges in Android, what version of osg are you using? I've tested
> with 3.3.1
>
>
> Martin Siggel wrote:
> > Hi wouter,
> > I tried your code, but standard picking didn't work because the mouse
> input ranges of the event are wrong. How did you do the picking?
> > Cheers,
> > Martin Am 06.05.2014 08:55 schrieb "Wouter Roos" < ()>:
> > >  Thanks for that solution, that does make sense. I will be using my
> method of setting the EventQueue of the window as that requires no changes
> to my picker and I can keep my code base between desktop and Android the
> same apart for the viewer code.
> > >
> > > I suggest that for the examples we add the
> > >
> > > Code:
> > > viewer->getEventQueue()->setMouseInputRange(x, y, x + width, y +
> height);
> > >
> > >  line to make the examples usable again.
> > >
> > >
> > > Martin Siggel wrote:
> > >
> > > > We also had that problem with the picker. We fixed that, by
> reimplementing the picking like this:
> > > >
> > > >
> > > >     // map pixel coordinates to [-1,1] (OpenGL Screen Coordinates)
> > > >     float xwindow =  x/screenWidth  * 2. - 1;
> > > >     float ywindow = -y/screenHeight * 2. + 1;
> > > >     osg::Camera* cam = viewer->getCamera();
> > > >     osg::Matrixd m;
> > > >
> > > >     m.preMult(cam->getProjectionMatrix());
> > > >     m.preMult(cam->getViewMatrix());
> > > >     // define intersection ray
> > > >     osg::Vec3d startPoint (xwindow, ywindow, -1000);
> > > >     osg::Vec3d endPoint(xwindow, ywindow, 1000);
> > > >     osg::Matrixd i;
> > > >
> > > >     i.invert(m);
> > > >     osg::Vec3d wStart =  startPoint * i;
> > > >     osg::Vec3d wEnd   =  endPoint   * i;
> > > >     osg::ref_ptr<osgUtil::LineSegmentIntersector> picker
> = new osgUtil::LineSegmentIntersector(wStart, wEnd);
> > > >
> > > >
> > > >
> > > > 2014-05-05 13:43 GMT+02:00 Wouter Roos < ()>:
> > > >
> > > >
> > > > >
> > > > > Martin Siggel wrote:
> > > > >
> > > > >
> > > > > > You can also workaround this (instead of  using the eventqueue)
> by telling OSG about the input range of your mouse after setting up your
> viewer:
> > > > > >
> > > > > > viewer->getEventQueue()->setMouseInputRange(x, y, x + width, y +
> height);
> > > > > >
> > > > > >
> > > > > >
> > > > > > Cheers,
> > > > > > Martin
> > > > > >
> > > > > >
> > > > > >
> > > > > >
> > > > >
> > > > >
> > > > >
> > > > > Thanks for that method, that looks much better, and works for the
> android examples just as well.
> > > > > However it does not work when I use a picker, it still returns no
> intersections whereas using the Window's EventQueue does give me the
> correct results. Any ideas on why this might be?
> > > > >
> > > > > ------------------
> > > > > Read this topic online here:
> > > > >
> > > > > http://forum.openscenegraph.org/viewtopic.php?p=59259#59259 (
> http://forum.openscenegraph.org/viewtopic.php?p=59259#59259) (
> http://forum.openscenegraph.org/viewtopic.php?p=59259#59259 (
> http://forum.openscenegraph.org/viewtopic.php?p=59259#59259))
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
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