Re: [osg-users] LineOfSight intersection returning geometry

2016-01-22 Thread Robert Osfield
Hi Tony,

On 22 January 2016 at 02:31, Tony Vasile  wrote:
> By the way what are the following fields in 
> osgUtil::LineSegmentIntersector::Intersection :
>
> double  ratio;
> osg::NodePath   nodePath;
> osg::ref_ptr drawable;
> osg::ref_ptrmatrix;
> osg::Vec3d  localIntersectionPoint;
> osg::Vec3   localIntersectionNormal;
> IndexList   indexList;
> RatioList   ratioList;
> unsigned intprimitiveIndex;
>
> Things like the nodePath, drawable, localIntersectionPoint, and  the 
> localIntersectionNormal, I can work out what the are. But what are the ratio, 
> ratioList, primitiveIndex, and the matrix? Is the matrix a transformation 
> matrix?

The IndexList contains the list of vertex indices of the primitive
that has been intersected, and the RatioList contains the weighting of
those vertices which when added together with their ratios gives the
intersection point.  This allows you to compute things like texture
coordinates, colours etc.  The primitiveIndex is the primitive number
into the geometry that the intersected primitive lies.  The matrix is
the accumulated transformation matrix that takes the local coordinate
point into coordinate frame of the root of the intersection traversal.
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[osg-users] SCaLE 14x and LAVR Winter Conference

2016-01-22 Thread David Glenn
Hi,
I don't know who is in the LA area and is attending SCaLE 14x or going to 
attend LAVR Winter Conference this weekend, but I'm planning to be at both one 
way or another. If your attending, I might see you there!

Cheers!
...


David Glenn
---
D Glenn 3D Computer Graphics Entertainment.
www.dglenn.com

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[osg-users] Avoid "render flickering" using low height cameras angles.

2016-01-22 Thread Dario Minieri
Hi,

Using low camera height angles (simulating camera zoom action), I can see a lot 
of model "artifacts" (faces flick). Apart a massive model optimization, I think 
this is due to the fact the effective distance camera<->object remains 
unchanged and maybe some render pass cull-off some faces. There is a way to 
avoid this effects using a low height angle?

Thank you!

Cheers,
Dario

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Re: [osg-users] Avoid "render flickering" using low height cameras angles.

2016-01-22 Thread Christian Buchner
I think you'll want to google strategies to "avoid z-fighting".


2016-01-22 18:41 GMT+01:00 Dario Minieri :

> Hi,
>
> Using low camera height angles (simulating camera zoom action), I can see
> a lot of model "artifacts" (faces flick). Apart a massive model
> optimization, I think this is due to the fact the effective distance
> camera<->object remains unchanged and maybe some render pass cull-off some
> faces. There is a way to avoid this effects using a low height angle?
>
> Thank you!
>
> Cheers,
> Dario
>
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> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=66088#66088
>
>
>
>
>
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[osg-users] Write frame on file.

2016-01-22 Thread Dario Minieri
Hi,

Maybe I've not looked deeply all codes examples around the net, but there is 
some simple way, in osg, to write rendered frames on file? 

Thank you!

Cheers,
Dario

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[osg-users] OpenGL jobs

2016-01-22 Thread Chris Hanson
  In the last week I've had a couple of different companies contact me
about recruiting for OpenGL-centric jobs in the US.

  I have a few people already in mind, but I figured I'd spread the net a
little wider in case they aren't the right candidates.

  These aren't entry level, and we all know that modern C++ and modern
OpenGL require some dedication to really be proficient at -- these aren't
learn-on-the-job positions. They are all full-time on-site employee
positions at solid companies, not contract/startup type situations.

  If anybody is interested in this sort of work and feels they're qualified
for it, shoot me a message privately and we can discuss it further.
Obviously, I believe experience using OSG is a potentially good filter for
finding folks with OpenGL and modern C++ experience. Sorry if this is too
commercial or off-topic.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
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