Hello Peter,
> Combine your two approaches: First check the planes of your
> Polytope against the bounding volumes of your nodes.
> Do not use "intersect" but check if the volume is
> properly" on the "inner" side of the plane. If this
> test passes for all planes you don't need to generate
> all
Hi Peter,
- Any idea to speed up this procedure?
Combine your two approaches: First check the planes of your
Polytope against the bounding volumes of your nodes.
Do not use "intersect" but check if the volume is
"properly" on the "inner" side of the plane. If this
test passes for all planes yo
Hello Karl,
This is very, very fast, <1sec for 1.000 cows.
But some nodes could be outside the selectionBoundingBox, because the box of
the node has an intersection with the SelectionBoundingBox and not the node
itself.
Yes, that's a classic optimization. I haven't looked at the code (that's
Hi guys,
Karl Karsten schrieb:
Hello Jean-Sébastien,
it no big deal for me, coding around OpenSceneGraph is my hobby ...
... to keep a bit on track and good for my brain.
A made some other code to select geometry objects within a box.
The scenario is that I place 1.000 cows.osg (transform + sc
Hello Jean-Sébastien,
it no big deal for me, coding around OpenSceneGraph is my hobby ...
... to keep a bit on track and good for my brain.
A made some other code to select geometry objects within a box.
The scenario is that I place 1.000 cows.osg (transform + scale) in a world cube
of 200,200,2
Hi Karl,
hey, you are a hero ... It's working, fine.
Glad I could help. Seems we're doing similar things... :-)
Do you have any experience in terms of performance when expanding a rect
(dragging like a rubberband) over a huge number of models (ex. hundreds or
thousands of cow.osg) and comp
Hello Jean-Sébastien,
hey, you are a hero ... It's working, fine.
Do you have any experience in terms of performance when expanding a rect
(dragging like a rubberband) over a huge number of models (ex. hundreds or
thousands of cow.osg) and computing the intersection in a EventHandler
depending
Hello Karl,
but my problem is that I will get always intersection when a model is loaded
around origin (0,0,0) independently from the pan (zoom) of the model. Even when
the model is far away or not visible in the window. In osgkeyboardmouse example
it works correctly and intersection will be
Hello,
I am following the osgkeyboardmouse example and would like to implement a
selection by a rect (like rubberbanding).
I thought "PolytopeIntersector" in CoordinateFrame WINDOW is the right choice
for it.
Hmm,
but my problem is that I will get always intersection when a model is loaded
ar
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