On 18 February 2010 15:13, Sean McVey wrote:
> Hi guys,
>
> I've been trying to setup my Polytope as my cameras' frustum with no such
> luck. Robert has the setup changed? I'm using osg 2.8.1.
>
> Is this correct? What am I doing wrong?
>
> osg::Polytope frustum;
> frustum.setToUnitFrustum();
>
Hi guys,
I've been trying to setup my Polytope as my cameras' frustum with no such luck.
Robert has the setup changed? I'm using osg 2.8.1.
Is this correct? What am I doing wrong?
osg::Polytope frustum;
frustum.setToUnitFrustum();
frustum.transformProvidingInverse( camera->getViewMatrix() );
Thanks Robert :)
Put me on the right track. Just for reference if anybody else needs it:
osg::Polytope frustum;
frustum.setToUnitFrustum();
frustum.transformProvidingInverse(
pViewer->getCameraManipulator()->getInverseMatrix() *
pViewer->getCamera()->getProjectionMatrix());
2009/5/14 Robe
Hi Simon,
What you need to do is use the Polytope::setToUnitFrustum(..) method
to create the eye space -1,1 unit cube, then transform this is to
world coordinates by multiplying it by the inverse of the camera's
view matrix. It just so happens that there is a
Polytope::transformProvidingInverse()
Hi Everyone,
Is there a quick and easy way to populate a osg::Polytope with a
cameras view frustum?
I've tried stepping though osg::Viewer::frame(), but there's so much
code I've either
not stepped into the right function or just missed it and searching
the mail achieve just
brings up too many fal
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