PS: the multiplication is in reverse order
Ah, indeed, sorry multiplication order should be reversed. I wrote that
from top of my mind. Even though I use OSG every day I sometimes make some
silly mistakes too.
Regards,
WL
2018-03-19 16:42 GMT+01:00 Antoine Rennuit :
> @Julien,
>
> You are righ
@Julien,
You are right, sorry for the noise.
Regards,
Antoine.
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Wojtek,
This does work, thanks!
PS: the multiplication is in reverse order because it is OpenGL convention
matrices.
Regards,
Antoine.
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Hi,
Knowing the 3D coordinates of a point, is there an easy way in OSG to
> compute its 2D projected equivalent (i.e. in pixel coordinates)?
Yes. In general your pixel coord is computed as:
pixel_coords = WindowMatrix * ProjectionMatrix * ViewMatrix * ModelMatrix *
point;
Your solution may var
Short answer is no
The maths has been covered plenty of time search the forum
Why not use TransformFeedBack and readback Arrays from gpu..?
It's here for that kind of stuff
arennuit wrote:
> Dear OSG forum,
>
> Knowing the 3D coordinates of a point, is there an easy way in OSG to compute
> its
Dear OSG forum,
Knowing the 3D coordinates of a point, is there an easy way in OSG to compute
its 2D projected equivalent (i.e. in pixel coordinates)?
Thanks,
Antoine.
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