Re: [osg-users] Fitting my world into the viewport

2013-01-24 Thread Daniel Peraza
Hi, thank you for your reply. I solved the problem by computing the world's bounding sphere and then computing the minimum distance from the eye to the near clipping plane by using a formula I found in OpenGL forums: Code: boundingSphere.radius() / sin( osg::DegreesToRadians( FIELD_OF_VIEW *

Re: [osg-users] Fitting my world into the viewport

2012-12-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
This thread of discussion may help you... http://forum.openscenegraph.org/viewtopic.php?t=11461 Also, since you are new to the OSG, I would suggest that you look closely at the provided examples to obtain an understanding on how the OSG classes are used in the applications. Looking at the OSG

Re: [osg-users] Fitting my world into the viewport

2012-12-25 Thread jamie robertson
Have you tried just calling the manipulators 'computeHomePosition' then 'Home' function? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51697#51697 ___ osg-users mailing list

Re: [osg-users] Fitting my world into the viewport

2012-12-24 Thread Preet
Hi, On Sun, Dec 23, 2012 at 4:14 PM, Daniel Peraza danielper...@gmail.comwrote: Hi, I'm very new to OSG and OpenGL programming in general, but right now I'm working on my thesis and my application requires to load several models on the same scene. Once every model is done loading, I must

Re: [osg-users] Fitting my world into the viewport

2012-12-24 Thread Daniel Peraza
I'm not using any custom Qt manipulator, I'm using OSG ones, i.e. osgGA::TrackballManipulator. I'm using Qt only for my application GUI, and my code is based on the OSG Cookbok recipe, where I define an osgWidget class and pass a camera pointer. Besides that, my intention is not using the