self reply :)
I have now good results using world coordinates, doing this :
Code:
osg::Vec3 n = hitr-getWorldIntersectNormal();
osg::Vec3 eye =
window-osgViewer-getCamera()-getInverseViewMatrix().getTrans();
osg::Vec3 inter = hitr-getWorldIntersectPoint();
n.normalize();
osg::Vec3 eyeVec =
Hi Eric,
On Fri, Aug 27, 2010 at 1:23 PM, Eric Pouliquen
eric.pouliq...@gmail.com wrote:
But now, to close this subject, I just would like to understand why I have
wrong results using local coordinates as in my previous post... if someone
see where is the mistake...
If you have any
Hi Robert,
thanks for your answer. I completely understand what you mean, but I've read in
the doc about getEyePoint :
Get the eye point in the local coordinate frame a given traversal point.
So I don't understand in which coordinate frame these local coords are given in
my sample code...
Eric Pouliquen wrote:
Hi Robert,
thanks for your answer. I completely understand what you mean, but I've read in
the doc about getEyePoint :
Get the eye point in the local coordinate frame a given traversal point.
So I don't understand in which coordinate frame these local coords are given
Hi all,
I'm writing a piece of code to know, when a picking occurred, if the picked
face is orientated backward or forward... because if I understand well, there
is no simple way to avoid picking results on culled backfaces :
Code:
osgUtil::LineSegmentIntersector::Intersections
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