[osg-users] converting node coordinates

2017-06-22 Thread Bruno Oliveira
Hello, I have some osg::Nodes with some initial geometry coordinates. Then, after some rendering, at some point I need to transform those initial coordinates. I do something like this: void MyNodeGeometry::convertCoordinates() { auto* vert = this->getVertexArray(); for (int i = 0; i

Re: [osg-users] converting node coordinates

2017-06-22 Thread Bruno Oliveira
I am almost sure I am making some mistake on setting the node's bounding sphere. Is my code correct on that example I gave? 2017-06-22 18:29 GMT+01:00 Bruno Oliveira : > Sorry I'm not sure what you're asking. > > I manipulate my scene with a Mouse Manipulator

Re: [osg-users] converting node coordinates

2017-06-22 Thread sam
When you zoom your mouse feel forward it's possible that the new sphere is outside the camera's view and thus being culled out of the drawing. Check to make sure the sphere doesn't end up behind the camera. On Thu, Jun 22, 2017 at 10:38 AM, Bruno Oliveira < bruno.manata.olive...@gmail.com> wrote:

Re: [osg-users] converting node coordinates

2017-06-22 Thread Bruno Oliveira
Probably it does, however I tried deactivating Culling and my scene is not rendered properly anymore (some LOD nodes are not rendered). My bounding spheres are correctly calculated. Are they set with node->setInitialBound(calculatedBound); ? 2017-06-22 18:54 GMT+01:00 sam :

[osg-users] Investigating using OSG as a graphics backend for our real-time physics simulation system

2017-06-22 Thread Andy Somogyi
Hi All, We're evaluating using OSG as a possible graphics backend for our real-time physics simulation project, and I've got a few questions: * We suport Mac, Windows and Linux, how good is cross-platform support with OSG? * It looks like it’s pretty easy is it to hook up Magnum to an