Fixed a bug in the drive manipulator which was due to it using the local
coords of the intersection point with the scene rather than the world coord value for that point. The code now uses osgUtil::Hit::getWorldIntersectionPoint() method for getting the world coords. Added support for getWorldIntersectionPoint to Viewer.cpp. Put and #ifdef around the setting of the default display list visitor so it nolonger sets in under IRIX. This is a world around to the IR graphics imbending lighting info into display lists, if the display lists are created before state is set up it produces lighting artifacts such as flickering. Remove the the default display list init visitor removes these problems, display lists are then built on the fly and drawables a drawn for the first time.
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@@ -72,8 +72,8 @@ void DriveManipulator::home(const GUIEventAdapter& ea,GUIActionAdapter& us)
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if (!hitList.empty())
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{
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// notify(INFO) << "Hit terrain ok"<< std::endl;
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osg::Vec3 ip = hitList.front()._intersectPoint;
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osg::Vec3 np = hitList.front()._intersectNormal;
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osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
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osg::Vec3 np = hitList.front().getWorldIntersectNormal();
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osg::Vec3 uv;
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if (np.z()>0.0f) uv = np;
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@@ -111,8 +111,8 @@ void DriveManipulator::home(const GUIEventAdapter& ea,GUIActionAdapter& us)
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if (!hitList.empty())
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{
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// notify(INFO) << "Hit terrain ok"<< std::endl;
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osg::Vec3 ip = hitList.front()._intersectPoint;
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osg::Vec3 np = hitList.front()._intersectNormal;
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osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
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osg::Vec3 np = hitList.front().getWorldIntersectNormal();
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osg::Vec3 uv;
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if (np.z()>0.0f) uv = np;
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@@ -187,8 +187,8 @@ void DriveManipulator::init(const GUIEventAdapter& ea,GUIActionAdapter& us)
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if (!hitList.empty())
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{
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// notify(INFO) << "Hit terrain ok"<< std::endl;
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osg::Vec3 ip = hitList.front()._intersectPoint;
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osg::Vec3 np = hitList.front()._intersectNormal;
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osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
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osg::Vec3 np = hitList.front().getWorldIntersectNormal();
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osg::Vec3 uv;
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if (np.z()>0.0f) uv = np;
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@@ -226,8 +226,8 @@ void DriveManipulator::init(const GUIEventAdapter& ea,GUIActionAdapter& us)
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if (!hitList.empty())
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{
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// notify(INFO) << "Hit terrain ok"<< std::endl;
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osg::Vec3 ip = hitList.front()._intersectPoint;
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osg::Vec3 np = hitList.front()._intersectNormal;
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osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
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osg::Vec3 np = hitList.front().getWorldIntersectNormal();
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osg::Vec3 uv;
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if (np.z()>0.0f) uv = np;
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@@ -464,7 +464,7 @@ bool DriveManipulator::calcMovement()
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if (!hitList.empty())
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{
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// notify(INFO) << "Hit obstruction"<< std::endl;
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osg::Vec3 ip = hitList.front()._intersectPoint;
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osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
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distanceToMove = (ip-ep).length()-_buffer;
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_velocity = 0.0f;
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}
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@@ -489,8 +489,8 @@ bool DriveManipulator::calcMovement()
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if (!hitList.empty())
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{
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// notify(INFO) << "Hit terrain ok"<< std::endl;
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osg::Vec3 ip = hitList.front()._intersectPoint;
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osg::Vec3 np = hitList.front()._intersectNormal;
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osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
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osg::Vec3 np = hitList.front().getWorldIntersectNormal();
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if (uv*np>0.0f) uv = np;
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else uv = -np;
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@@ -528,8 +528,8 @@ bool DriveManipulator::calcMovement()
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{
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notify(INFO) << "Hit terrain on decent ok"<< std::endl;
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osg::Vec3 ip = hitList.front()._intersectPoint;
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osg::Vec3 np = hitList.front()._intersectNormal;
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osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
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osg::Vec3 np = hitList.front().getWorldIntersectNormal();
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if (uv*np>0.0f) uv = np;
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else uv = -np;
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