Hi,
Hi Andrey,
On 22 March 2016 at 09:30, Andrey Perper <[email protected]
<mailto:[email protected]>> wrote:
Hey guys!!!!!!!
1) My scene is set like it is always fits in camera (i guess it is
osg-default). If i add huge sized object - i see all scene (camera
flies away), but my viewpoint must stay old.
How to fix that ?
First thing is to clarify the language. In OpenGL and therefore the
OSG the viewport (glViewport / osg::Viewport) is the rectangular
region of the window that the rendering fills in.
What you are describing is the Viewer's CameraManipulator changing
it's view matrix, which wrap up the eye, center and up direction) so
the whole scene is encompassed. This reset of the CameraManipulator
happens in the home() method. For most applications that just won't
to use one of the standard CamaeraManipualators (found in the osgGA
library) re-positing the view is appropriate.
For your specific usage case it sounds like this is not desired.
CameraManipulators in the OSG are just optional so you can set the
View's master Camera view matrix directly, or for you to create your
own custom CameraManipulator, or to subclass from one of the osgGA
CameraManipulator's and override the methods that you want to modify
the behaviour of.
I can't say what approach is most appropriate as I know too little
about the specifics of your application.
2) I have dozen of nodes that are updating in my addUpdateCallback
functor anyway (whether node is visible or not), but i would want
to do that only if node is visible. Node has osg::Geode drawables.
How to fix that ?
I'm not clear on what you mean here.
I guess he wants to have the updateCallback called for "culled" geodes,
or some way to check if the node was culled.
Robert.
Cheers
Sebastian
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