Re: [osg-users] Bounding Parallelepiped

2008-10-02 Thread Fuesz, Matthew
' object), then you would also require an additional 3D vector for the center point. -- Matthew W. Fuesz Software Engineer Asc. Lockheed Martin STS 1210 Massillon Road Akron, OH 44315 [EMAIL PROTECTED] -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Fuesz

Re: [osg-users] Bounding Parallelepiped

2008-10-02 Thread Fuesz, Matthew
For the case of a non-world-aligned bounding box - but still one which is parallel-sided (i.e., a rectangular volume) - you actually do not need all eight corners. You only need the two opposite corners (as osg::BoundingBox uses) plus a rotation. Thus, you require either 5 3D vectors (2

Re: [osg-users] Smoothing camera movements from HMD's input

2008-09-30 Thread Fuesz, Matthew
How fast does your HMD tracker update its orientation, and how are you retrieving these values? If you're not getting the values in realtime at least as fast as OSG is refreshing, then you would definitely have some jerky movements. And if you're not getting them this fast, then what are you

Re: [osg-users] shader or effect to show selected model

2008-08-12 Thread Fuesz, Matthew
Color overlays are fairly simple. A one-line fragment shader: gl_FragColor = gl_Color * color_uniform; Where color_uniform is a vec4 uniform specifying RGBA color. This is the simplest of cases, of course. If you have other lighting or texturing going on, you would also need to account for

Re: [osg-users] Viewer/CompositeViewer

2008-08-04 Thread Fuesz, Matthew
Slaves can be moved independently of the main camera by setting their reference frames to ABSOLUTE_RF. Otherwise, yes, they are offset from the main camera. Yes, slaves can either share the main graph or may have their own subgraphs. Typically, yes, though this all depends on what they're

Re: [osg-users] Viewer/CompositeViewer

2008-08-04 Thread Fuesz, Matthew
] On Behalf Of Fuesz, Matthew Sent: Monday, August 04, 2008 12:31 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Viewer/CompositeViewer 1 - Slaves can be moved independently of the main camera by setting their reference frames to ABSOLUTE_RF. Otherwise, yes, they are offset from the main

Re: [osg-users] RE : Re: RE : Re: Converting a Drawable object to a Geometry object

2008-07-31 Thread Fuesz, Matthew
The problem is that you are trying to cast a pointer to a base class to a pointer to a subclass. This would only work if the actual object being pointed to is an instance of that subclass (or a further subclass of that subclass). Geometry is derived from Drawable, not the other way around -

Re: [osg-users] RE : Re: Getting texture coordinates of loadedmodels

2008-07-31 Thread Fuesz, Matthew
A prime example of an incredibly useful non-Geometry Drawable is Text. Nodes which draw or otherwise display text are not Geometry, but are definitely still drawables. And as Gordon mentioned, there is always the opportunity for user-defined Drawables which implement their own raw OpenGL calls for

Re: [osg-users] StateSet issues with parent\child node

2008-07-01 Thread Fuesz, Matthew
Judie, The default behavior is for States/StateSets to be inherited down the scene graph, from parent to child. However, in the default configuration, setting the StateSet of the child directly should cause that child (and any children that it itself has) to use the new StateSet parameters. This

Re: [osg-users] Adding a child to a node at runtime.

2008-06-19 Thread Fuesz, Matthew
On a similar note, does anyone know what the performance costs of adding/removing nodes from the scene graph at runtime are compared to, say, using a Switch or manipulating NodeMasks to hide objects? That is, is the performance hit from adding/removing nodes greater or less than any loss in