Bean,
Sorry, but I'm not a human debugger.
It returns false because you are not hitting anything. It is up to you
to analyze the parameters passed to the intersector. Usually one would
use window coordinates from a pick event however.
You are not giving enough information here.
Cheers
Sebastian
Hi Sebastian,
I use the way about your method, but I get zero
point. I may use wrong. Here is the code:
const float x = v1.x();
const float y = v1.y();
const float look_offSet = 10.0f;
osg::ref_ptr<osgUtil::PolytopeIntersector> polyIt = new
osgUtil::PolytopeIntersector(osgUtil::Intersector::PROJECTION, x -
look_offSet , y - look_offSet, x + look_offSet, y + look_offSet );
polyIt->setDimensionMask(osgUtil::PolytopeIntersector::DimZero); //
only pick points
osgUtil::IntersectionVisitor iv(polyIt );
m_OSG->getViewer()->getCamera()->accept(iv);
osg::ref_ptr<osg::Vec3Array> v = new osg::Vec3Array;
if (polyIt->containsIntersections()) //this is "false" Why???
{
.....
}
cheers,
Bean
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