I tracked down the problem. It seems that the original code tried to come up
with a plane parallel to the cylinder axis oriented towards the eye/pick point.
This calculation breaks down when the eye and cylinder axis are close to being
parallel. I have fixed the problem and will be
Hi Chuck,
I tracked down the problem. It seems that the original code tried to come up
with a plane parallel to the cylinder axis oriented towards the eye/pick point.
This calculation breaks down when the eye and cylinder axis are close to being
parallel. I have fixed the problem and will
Hi Chuck,
I'm afraid as I'm not the original author of this bit of code I can't
provide insight above what you can by reading the code.
Robert.
On 17 February 2012 17:47, Chuck Seberino seber...@energid.org wrote:
Robert et al,
I have been looking at an problem I have been having with the
On 17 February 2012 17:47, Chuck Seberino seber...@energid.org wrote:
The behavior I am seeing is that a small change in mouse drag will cause a
large rotation and in certain cases will also cause a rotation in the
opposite direction.
I'm seeing the same thing and it's annoying, but it
Robert et al,
I have been looking at an problem I have been having with the
osgManipulator::RotateCylinderDragger. I have been trying to follow the code
and there are a few things that stand out as questionable. Here are two issues
I found with osgManipulator/src/Projector.cpp:
1. line
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