Re: [osg-users] Windows Touch Support

2012-02-29 Thread Robert Osfield
Hi Olaf,

The changes look much more portable to me, would you like to put them
forward for merging?

Robert.

On 28 February 2012 14:47, Olaf Flebbe o...@oflebbe.de wrote:
 Hi *,

 I submitted a patch to enable MultiTouch Support for Windows 7 and above.

 A first patch featured a CMAKE Variable WIN32_MUTITOUCH controlling support
 for Multitouch on Windows.

 Furthermore:

 * It depends on a recent SDK (Which is part of Visual Studio 2010, but not
 by default part of VS 2008).

 * It updated the WIN_VER Variable to use the WIN7 API, iff WIN32_MUTITOUCH
 is enabled

 * It did call Win7 (Vista and upwards?) specific API's, breaking OSG on for
 instance Win XP.

 Robert rejected it because of these shortcomings and proposed to discuss
 other ways to use this API on osg-users.

 I now propose a different patch:

 * It should now work with all Visual Studio Versions.
 * WIN_VER is left as-is
 * I added the missing declarations from a recent SDK, if not supplied by the
 SDK
 * If someone chooses to update WIN_VER, the declarations should not break.
 * All API Calls are runtime detected.
 * No CMake Variable, Support is enabled automatically .

 What do you think? Please find attached a zip of the changed
 GraphicsWindowWin32.cpp as of SVN trunk of yesterday.

 Greetings,
  Olaf

 BTW: Maybe there is a transformation of coordinates of touchpoints
 missing...

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] animation from one projection type to the other one

2012-02-29 Thread Gianluca Natale
Hi all,

I'm trying to implement an animation from a perspective projection to an
orthographic one.

What I'm computing at each step is a weighted linear combination of 2
projection matrices (the start, that refers to a perspective projection,
and the end, which is an orthographic projection).

So, supposing the whole animation in N steps, at step n my projection
matrix is defined by:
Proj(n) = startProjMat * (1 - n/N) + endProjMat * n/N.

The animation looks fine, but in the last step there is a noticeable
jump on the screen.

 

What did I go wrong?

Is there any unpredictable or invalid result in the linear combination I
computed, or is it a well defined projection matrix?

 

Thanks

Gianluca

 

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Point attribute affecting display of triangle on OS X

2012-02-29 Thread Andy Skinner
Attached is a simple OSG example that, on Mac with nVidia card, seems to show 
point geometry with the Point StateAttribute set causing other geometry to be 
clipped.  We did not see this on a Mac with an ATI card.  This has been 
reproduced on the OSG trunk, but has been seen on older versions as well.

The example has a ClipNode, and a Geode with a Point, Line, and Triangle.  When 
we set the Point attribute on the StateSet, the Triangle and Line don't appear. 
 When we skip setting the Point attribute, all three Geometry drawables appear.

If you build the example and run it with no arguments, the Point attribute is 
not set.  If you run with an argument (doesn't matter what it is), the Point 
attribute is set.

Leaving out the ClipNode causes all the Geometry objects to show, whether or 
not the Point is set.

We suspect the part of Point::apply() which handles some of the extensions.  
Could there be a problem in the nVidia driver?

If someone with an nVidia card on a Mac could try this out and give us some 
input, we would appreciate it.

Also, if it turns out to be an issue we would report to nVidia, could we report 
it with an OSG example?  In other words, does nVidia have the ability to build 
OSG examples, and have you reported problems to them with OSG to demonstrate?

In our real app, we saw triangle geometry move when we set the point attribute. 
 That pushed it out of the clipping planes, sometimes partially.  This example 
only shows the triangle disappearing, but it may be moving.  Any idea for why 
these things (settings on point attribute and transform of triangle) might be 
connected?

thanks,
andy

#include osg/Geometry
#include osg/ClipNode
#include osg/Point
#include osg/Geode
#include osgViewer/Viewer


int main(int argc, char *){


// GL_LINES
osg::ref_ptrosg::Vec3Array xAxis = new osg::Vec3Array;
xAxis-push_back( osg::Vec3( -10.f, 0.f, 0.0f) );
xAxis-push_back( osg::Vec3( 10.f, 0.f, 0.0f) );

osg::ref_ptr osg::Vec4Array xColor = new osg::Vec4Array;
xColor-push_back( osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f));  

osg::ref_ptrosg::Geometry X = new osg::Geometry;  
X-setVertexArray( xAxis.get() );   
X-setColorArray( xColor.get() );
X-setColorBinding( osg::Geometry::BIND_OVERALL );

X-addPrimitiveSet( new osg::DrawArrays( GL_LINES,0 , 2 ) );

// GL_Triangles
osg::ref_ptrosg::Vec3Array tVertices = new osg::Vec3Array;
tVertices-push_back( osg::Vec3(0.0f, 0.0f,  0.0f) );   
tVertices-push_back( osg::Vec3(10.0f, 0.0f, 0.0f) );
tVertices-push_back( osg::Vec3(10.0f, 10.0f,10.0f) );

osg::ref_ptrosg::Vec4Array tColor = new osg::Vec4Array;
tColor-push_back( osg::Vec4( 1.0f, 0.0f, 0.0f, 1.0f) );

osg::ref_ptr osg::Geometry  tri = new osg::Geometry;
tri-setVertexArray( tVertices.get() );
tri-setColorArray( tColor.get() );
tri-setColorBinding( osg::Geometry::BIND_OVERALL );
tri-addPrimitiveSet( new osg::DrawArrays( GL_TRIANGLES, 0, 3 ) );


// GL_POINTS
osg::ref_ptrosg::Geometry geom(new osg::Geometry());
osg::ref_ptrosg::StateSet stateSet(geom-getOrCreateStateSet());

osg::ref_ptrosg::Vec4Array pColor = new osg::Vec4Array;
pColor-push_back( osg::Vec4( 0.0f, 1.0f, 0.0f, 1.0f) );

osg::ref_ptrosg::Point p(new osg::Point());
osg::ref_ptrosg::Vec3Array pVertices = new osg::Vec3Array;
for( float idx = 0.; idx  10; idx = idx + 1.){
pVertices-push_back( osg::Vec3( idx, idx, idx ) );
}   

geom-setColorArray( pColor.get() );
geom-setColorBinding( osg::Geometry::BIND_OVERALL );
geom-setVertexArray(pVertices.get());
int numVerts = pVertices-size();

geom-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, 7));

float ptSize = 20.f; // some large size   
p-setSize(ptSize);
if (argc  1){
// This seems to cause the triangle and line to disappear
stateSet-setAttributeAndModes(p.get(), osg::StateAttribute::ON);
}

osg::ref_ptrosg::Geoderoot = new osg::Geode;
root-addDrawable ( X.get() );
root-addDrawable( tri.get() );
root-addDrawable( geom.get() );

// This is needed
osg::ref_ptrosg::ClipNodeclipper = new osg::ClipNode;
osg::BoundingBox bb(-5., -10., -10., 5., 5., 5.);   
clipper-createClipBox(bb);
clipper-addChild(root);


osgViewer::Viewer viewer;
viewer.setLightingMode(osg::View::NO_LIGHT);
viewer.setSceneData( clipper.get() );
viewer.setUpViewInWindow(20, 20, 640, 480);
viewer.realize();   
return viewer.run();
}



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgviewer error on closing

2012-02-29 Thread Mohammed Rashad
when I am closing osgviewer I am getting this error

Inconsistency detected by ld.so: dl-close.c: 743: _dl_close: Assertion
`map-l_init_called' failed!

i am using ubuntu 11.10 build of osg

-- 
Regards,
   Rashad
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-02-29 Thread Martin Großer
Hello,

I tried this in my camera draw callback:

virtual void operator()(const osg::Camera camera) const
{
  // GL-Context-ID
  GLuint gcID = _gc-getState()-getContextID();

  // GL-Program-Handle
  osg::Program::PerContextProgram* pcp = _program-getPCP(gcID);
  GLuint prID=pcp-getHandle();

  const char* varyings[1] = { vPosition };
  glTransformFeedbackVaryings(prID, 1, varyings, GL_SEPARATE_ATTRIBS);
}

But when I want to compile this, I get the error glTransformFeedbackVaryings 
isn't defined. I searched in my includes and it is in the glext.h and glew.h 
defined. What is wrong?

Cheers,
Martin

 Original-Nachricht 
 Datum: Tue, 28 Feb 2012 10:45:16 -0700
 Von: Paul Martz pma...@skew-matrix.com
 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

 On 2/28/2012 9:10 AM, Martin Großer wrote:
  Hello Paul,
 
  In OpenGL I have to define the varying variables for the transform
 feedback between the compiling and linking of the shader program.
 
  glTransformFeedbackVaryings(programHandle, 1, varyings,
 GL_SEPARATE_ATTRIBS);
 
  How can I do this in OSG?
 
 The same way. You can issue an OpenGL call any time you have a current
 context 
 (Camera pre draw callback, Drawable draw callback, etc).
 
 A quick glance at the Program header file reveals that you can get the
 program 
 ID with a call to:
osg::Program::getPCP(contextID)-getHandle();
 
  Additinally I use osg 2.8.4 from the Fedora repository.
 
  Cheers,
  Martin
 
   Original-Nachricht 
  Datum: Mon, 27 Feb 2012 09:51:15 -0700
  Von: Paul Martzpma...@skew-matrix.com
  An: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG
 
  Yes, it's possible, but there are no examples that I know of. You might
  try
  binding a buffer object in a Camera pre-draw callback, for an example
 of
  one
  strategy.
   -Paul
 
 
  On 2/27/2012 8:21 AM, Martin Großer wrote:
  Hello,
 
  Is it possible to use GL_TRANSFORM_FEEDBACK_BUFFER_NV extension in
 osg?
  I would like write back my vertex position data into a new Vertex
 Buffer
  Object. Is there any example about this?
 
  Cheers
 
  Martin
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

-- 
NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone!  

Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osg::PolyTope question

2012-02-29 Thread Teodor Hanchevici
Hi,

I have trouble getting all the points that are contained in a polytope. I have 
5 points and their coordinates are:
 

Code:
moCamPos
[0] -30628.215
[1] -126959.86
[2] 36593.875
vertices[0]
[0] 6853.2168
[1] -61593.543
[2] -118975.06
vertices[1]
[0] 5790.0107
[1] -57556.223
[2] -112859.98
vertices[2]
[0] 1168.1683
[1] -58543.223
[2] -112611.32
vertices[3]
[0] 2656.5122
[1] -62452.973
[2] -118697.02



The polytope is construct a follows:

Code:

std::vectorosg::Plane planes;
for (int i = 1; i  vertices-size(); ++i)
{
planes.push_back(osg::Plane(moCamPos, vertices-at(i-1), vertices-at(i)));
}
planes.push_back(osg::Plane(moCamPos, vertices-at(vertices-size()-1), 
vertices-at(0)));
planes.push_back(osg::Plane(vertices-at(0), vertices-at(1), vertices-at(2)));
osg::Polytope oPolyTope(planes);



Where the vertices contain the points above. When I iterate through all the 
points in the model and query the polytope using contains method, it returns 
false for each of them

Still, if I draw the lines corresponding to the points in question, and use the 
bounding box of the geometry I do get points inside (see the attached image). 

A couple of questions:
1. When constructing a polytope from a list of planes, do I have to take care 
of the normal of the plane? The documentation says When adding planes, their 
normals should point inwards (into the volume), does this apply to void 
osg::Polytope::add(const osg::Plane  pl) method only?
2. Is there a better method of achieving this?

Thank you!

Cheers,
Teodor

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=45874#45874




Attachments: 
http://forum.openscenegraph.org//files/intersection_102.jpg


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] CompositeViewer and RTT-SceneGraph

2012-02-29 Thread Martin Großer
Hello,

I tried to render a scene into a texture and use a frame buffer object render 
target for the view master camera. I want to chance the camera with a 
CameraManipulator. It works fine if I only use one view, but it doesn't work if 
I use more views. The CameraManipulator get the wrong information from the 
EventAdapter (that is my theory). I guess the problem is, that the camera has a 
viewport with (0,0,TexWidht,TexHeight). I have attached a drawing about my 
konfiguration. I hope it is easier to understand with the picture.

It is interesting to note that the getXnormalize() method of EventAdapter 
didn't get a normalized value.

Cheers,
Martin
-- 
NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone!  

Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a
attachment: osg_konfiguration.png___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Multiscreen setup under X and Qt

2012-02-29 Thread Roman Grigoriev
Hi,
I have this configuration dual Geforce 580 cards with 4 DVI outputs under 
Ubuntu 11.10 x64 and 295 drivers.
So I need to implement following setup 
first screen Qt fullscreen window with embedded OSG displayed on Monitor 
connected to first GPU.
second screen fullscreen OSG window, connected to HMD display on second GPU.
As far as I understand it's better to have shared context because I have to 
have identical image in embedded OSG window and on second screen. 
Maybe someone advice me what is the best way to use composite viewer or another 
technique.
And should I use TwinView or Separate X screens?   

Thank you!

Cheers,
Roman

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=45873#45873





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgVolume RayTracedTechnique problem

2012-02-29 Thread Clement.Chu
Hi,

   My program is set to use RayTracedTechnique for display voxel.  I tested the 
same program on windows XP and windows 7 machines.  Only windows 7 machine can 
display the image properly.  In windows XP, it shows the cube filled with white 
colour.  I found out the problem is related to RayTracedTechnique.  Any one got 
similar problem?  How to fix this?  Many thanks.


Regards,
Clement
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to prevent resize of viewer window (WindowsandLinux)

2012-02-29 Thread Robert Osfield
Hi Karl,

Is that you are trying to prevent the resize done by the window
manager?  Under X11 there is the override redirect flag to prevent the
window manager taking control of the window size so you can get
exactly the size you want, however, it also prevents the window
manager from decorating the window so only ideal for full screen
windows.  To set this flag when creating your GraphicsWindows set the
osg::Traits::overrideRedirect member variable to true.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Rendering without calling osgViewer::frame

2012-02-29 Thread Sean O'Connell
I'm currently working on a project where I have to integrate  library into a 
3rd party application's source code.  The library consists of a custom osg 
Camera that takes 9 snapshots of the user's scene.  The headache's I've run 
into are the following:

1.  I cannot seem to turn off the 3rd party app's main camera in the osgViewer 
class.  I set nodeMask(0) on the camera but then my camera doesn't render.  
Having the main camera enabled adds unnecessary overhead.

2.  The process of taking the 9 snapshots has additional overhead from having 
to re-process and re-run the update, event, cull and render traversals for each 
snapshot.  Since each view orbits about the same point in space, I'd like the 
ability to only run the update, event and cull traversals once and only call 
the render traversal for each snapshot.
[/list]

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=45871#45871





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Rendering without calling osgViewer::frame

2012-02-29 Thread Sean O'Connell
3.  I don't know if this is related, but when adding my camera to the 3rd party 
app's osgViewer I am unable to change the color and depth buffer resolution.  
Calling setTextureSize and Camera::setViewport will seem to increase the size 
of the texture but the actual contents that get rendered are clipped at the 
origin.  So if the original texture size was 512x512 and I increase it to 
1024x1024, I get the lower left 256x256 area of the 512x512 image in the bottom 
left of the 1024x1024 image (blown up to 512x512) and the rest of the 1024x1024 
image is blank.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=45872#45872





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Community news: Remo 3D v2.2

2012-02-29 Thread Andreas Ekstrand

Hi all,

Just wanted to let you know that I recently added another community news 
item:

http://www.openscenegraph.org/projects/osg/blog/remo2_2_released

Once again, I'm trying to call for more frequent updating of the 
community news. I think it would be interesting for all to keep 
up-to-date with OSG-related projects and products out there, compiled 
into this convenient news list.


Regards,
Andreas

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Rendering without calling osgViewer::frame

2012-02-29 Thread Jason Daly

On 02/28/2012 10:49 PM, Sean O'Connell wrote:

I'm currently working on a project where I have to integrate  library into a 
3rd party application's source code.  The library consists of a custom osg 
Camera that takes 9 snapshots of the user's scene.  The headache's I've run 
into are the following:

1.  I cannot seem to turn off the 3rd party app's main camera in the osgViewer 
class.  I set nodeMask(0) on the camera but then my camera doesn't render.  
Having the main camera enabled adds unnecessary overhead.


So it sounds like your application has a single camera on an 
osgViewer::Viewer, and you're adding 9 slaves to it to handle your 
rendering.  Is that correct?


I'm wondering if you couldn't just grab the app's main camera, replace 
it with another camera that doesn't render anything (making it the new 
master camera for the Viewer), and then add the app's camera back to the 
Viewer as a slave.  Then, add your other 9 cameras as additional 
slaves.  This way, you could disable the app's camera without affecting 
your 9 other cameras.


No idea if this is feasible or not (if there are manipulators or other 
controls for the app's camera, you'd need to move those over to the new 
master camera... things like that).




2.  The process of taking the 9 snapshots has additional overhead from having 
to re-process and re-run the update, event, cull and render traversals for each 
snapshot.  Since each view orbits about the same point in space, I'd like the 
ability to only run the update, event and cull traversals once and only call 
the render traversal for each snapshot.


Event and update only run once as it is.  Cull has to be run either per 
camera or per context, because the cull traversal is what sets up the 
various render objects that do the actual rendering of each context.  
Each view is potentially different, and thus has a different set of 
geometry to render.


If you have access to the Viewer, you can try different threading modes 
(such as CullThreadPerCameraDrawThreadPerContext) to adjust how culling 
is done.


--J
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] GL_TRANSFORM_FEEDBACK_BUFFER_NV in OSG

2012-02-29 Thread Jason Daly

On 02/29/2012 09:22 AM, Martin Großer wrote:

Hello,

I tried this in my camera draw callback:

virtual void operator()(const osg::Camera  camera) const
{
   // GL-Context-ID
   GLuint gcID = _gc-getState()-getContextID();

   // GL-Program-Handle
   osg::Program::PerContextProgram* pcp = _program-getPCP(gcID);
   GLuint prID=pcp-getHandle();

   const char* varyings[1] = { vPosition };
   glTransformFeedbackVaryings(prID, 1, varyings, GL_SEPARATE_ATTRIBS);
}

But when I want to compile this, I get the error glTransformFeedbackVaryings isn't 
defined. I searched in my includes and it is in the glext.h and glew.h defined. 
What is wrong?


On Linux, you might need to #define GL_GLEXT_PROTOTYPES

On Windows, you have to look up the function with wglGetProcAddress

In both cases, it's generally a good idea to test for the extension 
first (OSG normally does for you in osg::GLExtensions).


--J

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenSceneGraph-3.1.0 dev release tagged

2012-02-29 Thread Jean-Sébastien Guay

Hi Robert,


I'm afraid I
can't think of all the headline changes in 3.1, been a bit too long in
coming I'm afraid - over six months since 3.0.1.


Well, for one there's the new ViewDependentShadowMap which greatly 
improves shadow stability over the previous 
LightSpacePerspectiveShadowMap technique and also lays the foundation 
for better support for multiple shadow maps per light source and shadows 
cast by multiple light sources.


(Thanks a lot for all your hard work on that technique once again)

J-S
--
__
Jean-Sebastien Guay  jean_...@videotron.ca
http://whitestar02.dyndns-web.com/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] animation from one projection type to the other one

2012-02-29 Thread Guy
Hello Gianluca,

I think, and I'm not exactly sure about it that if the matrix W
component (4th column) is zero, then the computation works with the 3x3
matrix. When it is different than zero, it uses it as 4x4 matrix. Now
supposed that startProj or endProj has in the 4th column zero, and the
other one has something different than zero, then all the animation
matrices will be 4x4 but the first or the last, and therefore the reason
on the discontinuity.

 

Check if that happens for any N and check if both matrices are 4x4 or
3x3. If one of them is 3x3 than set it's 4th component to one.

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Gianluca Natale
Sent: Wednesday, February 29, 2012 7:16 PM
To: Osg Users
Subject: [osg-users] animation from one projection type to the other one

 

Hi all,

I'm trying to implement an animation from a perspective projection to an
orthographic one.

What I'm computing at each step is a weighted linear combination of 2
projection matrices (the start, that refers to a perspective projection,
and the end, which is an orthographic projection).

So, supposing the whole animation in N steps, at step n my projection
matrix is defined by:
Proj(n) = startProjMat * (1 - n/N) + endProjMat * n/N.

The animation looks fine, but in the last step there is a noticeable
jump on the screen.

 

What did I go wrong?

Is there any unpredictable or invalid result in the linear combination I
computed, or is it a well defined projection matrix?

 

Thanks

Gianluca

 

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org