Updates to Transform handling in CullVisitor, in prep for moving camera
modelview and projection into Transform nodes.
This commit is contained in:
parent
61e3e0c693
commit
e6ac4cd190
@ -22,102 +22,6 @@ using namespace osg;
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template <class T>
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inline T SGL_ABS(T a)
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{
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return (a >= 0 ? a : -a);
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}
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#ifndef SGL_SWAP
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#define SGL_SWAP(a,b,temp) ((temp)=(a),(a)=(b),(b)=(temp))
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#endif
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bool inverse(const Matrix& mat,Matrix& m_matrix)
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{
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unsigned int indxc[4], indxr[4], ipiv[4];
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unsigned int i,j,k,l,ll;
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unsigned int icol = 0;
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unsigned int irow = 0;
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float temp, pivinv, dum, big;
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// copy in place this may be unnecessary
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m_matrix = mat;
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for (j=0; j<4; j++) ipiv[j]=0;
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for(i=0;i<4;i++)
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{
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big=(float)0.0;
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for (j=0; j<4; j++)
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if (ipiv[j] != 1)
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for (k=0; k<4; k++)
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{
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if (ipiv[k] == 0)
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{
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if (SGL_ABS(m_matrix(j,k)) >= big)
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{
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big = SGL_ABS(m_matrix(j,k));
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irow=j;
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icol=k;
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}
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}
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else if (ipiv[k] > 1)
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return false;
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}
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++(ipiv[icol]);
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if (irow != icol)
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for (l=0; l<4; l++) SGL_SWAP(m_matrix(irow,l),
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m_matrix(icol,l),
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temp);
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indxr[i]=irow;
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indxc[i]=icol;
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if (m_matrix(icol,icol) == 0)
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return false;
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pivinv = 1.0/m_matrix(icol,icol);
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m_matrix(icol,icol) = 1;
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for (l=0; l<4; l++) m_matrix(icol,l) *= pivinv;
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for (ll=0; ll<4; ll++)
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if (ll != icol)
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{
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dum=m_matrix(ll,icol);
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m_matrix(ll,icol) = 0;
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for (l=0; l<4; l++) m_matrix(ll,l) -= m_matrix(icol,l)*dum;
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}
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}
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for (int lx=4; lx>0; --lx)
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{
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if (indxr[lx-1] != indxc[lx-1])
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for (k=0; k<4; k++) SGL_SWAP(m_matrix(k,indxr[lx-1]),
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m_matrix(k,indxc[lx-1]),temp);
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}
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return true;
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}
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bool inverseAffine(const Matrix& mat,Matrix& m_matrix)
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{
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// | R p |' | R' -R'p |'
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// | | -> | |
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// | 0 0 0 1 | | 0 0 0 1 |
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for (unsigned int i=0; i<3; i++)
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{
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m_matrix(i,3) = 0;
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m_matrix(3,i) = -(mat(i,0)*mat(3,0) +
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mat(i,1)*mat(3,1) +
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mat(i,2)*mat(3,2));
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for (unsigned int j=0; j<3; j++)
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{
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m_matrix(i,j) = mat(j,i);
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}
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}
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m_matrix(3,3) = 1;
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return true;
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}
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Matrix::Matrix() : Object()
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@ -339,188 +243,104 @@ void Matrix::postMult( const Matrix& other )
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#undef SET_ROW
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#undef INNER_PRODUCT
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bool Matrix::invert( const Matrix& invm )
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template <class T>
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inline T SGL_ABS(T a)
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{
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if (&invm==this) {
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Matrix tm(invm);
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return invert(tm);
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}
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/*
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if ( invm._mat[0][3] == 0.0
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&& invm._mat[1][3] == 0.0
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&& invm._mat[2][3] == 0.0
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&& invm._mat[3][3] == 1.0 )
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{
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return inverseAffine( invm,*this );
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}
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*/
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return inverse(invm,*this);
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// code lifted from VR Juggler.
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// not cleanly added, but seems to work. RO.
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const float* a = reinterpret_cast<const float*>(invm._mat);
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float* b = reinterpret_cast<float*>(_mat);
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int n = 4;
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int i, j, k;
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int r[ 4], c[ 4], row[ 4], col[ 4];
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float m[ 4][ 4*2], pivot, max_m, tmp_m, fac;
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/* Initialization */
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for ( i = 0; i < n; i ++ )
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{
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r[ i] = c[ i] = 0;
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row[ i] = col[ i] = 0;
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}
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/* Set working matrix */
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for ( i = 0; i < n; i++ )
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{
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for ( j = 0; j < n; j++ )
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{
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m[ i][ j] = a[ i * n + j];
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m[ i][ j + n] = ( i == j ) ? 1.0 : 0.0 ;
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}
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}
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/* Begin of loop */
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for ( k = 0; k < n; k++ )
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{
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/* Choosing the pivot */
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for ( i = 0, max_m = 0; i < n; i++ )
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{
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if ( row[ i] ) continue;
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for ( j = 0; j < n; j++ )
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{
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if ( col[ j] ) continue;
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tmp_m = fabs( m[ i][j]);
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if ( tmp_m > max_m)
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{
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max_m = tmp_m;
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r[ k] = i;
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c[ k] = j;
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}
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}
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}
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row[ r[k] ] = col[ c[k] ] = 1;
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pivot = m[ r[ k] ][ c[ k] ];
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if ( fabs( pivot) <= 1e-20)
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{
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notify(INFO) << "Warning: pivot = "<< pivot <<" in Matrix::invert(), cannot compute inverse."<<std::endl;
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notify(INFO) << "input matrix to Matrix::invert() was = "<< invm <<std::endl;
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//makeIdentity();
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return false;
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}
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/* Normalization */
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for ( j = 0; j < 2*n; j++ )
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{
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if ( j == c[ k] )
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m[ r[ k]][ j] = 1.0;
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else
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m[ r[ k]][ j] /=pivot;
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}
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/* Reduction */
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for ( i = 0; i < n; i++ )
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{
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if ( i == r[ k] )
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continue;
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for ( j=0, fac = m[ i][ c[k]];j < 2*n; j++ )
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{
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if ( j == c[ k] )
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m[ i][ j] =0.0;
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else
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m[ i][ j] -=fac * m[ r[k]][ j];
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}
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}
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}
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/* Assign invers to a matrix */
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for ( i = 0; i < n; i++ )
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for ( j = 0; j < n; j++ )
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row[ i] = ( c[ j] == i ) ? r[j] : row[ i];
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for ( i = 0; i < n; i++ )
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for ( j = 0; j < n; j++ )
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b[ i * n + j] = m[ row[ i]][j + n];
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return true; // It worked
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return (a >= 0 ? a : -a);
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}
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const double PRECISION_LIMIT = 1.0e-15;
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#ifndef SGL_SWAP
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#define SGL_SWAP(a,b,temp) ((temp)=(a),(a)=(b),(b)=(temp))
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#endif
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bool Matrix::invertAffine( const Matrix& other )
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bool Matrix::invert( const Matrix& mat )
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{
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// adapted from Graphics Gems II.
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//
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// This method treats the Matrix as a block Matrix and calculates
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// the inverse of one subMatrix, improving performance over something
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// that inverts any non-singular Matrix:
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// -1
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// -1 [ A 0 ] -1 [ A 0 ]
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// M = [ ] = [ -1 ]
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// [ C 1 ] [-CA 1 ]
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//
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// returns true if _m is nonsingular, and (*this) contains its inverse
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// otherwise returns false. (*this unchanged)
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// assert( this->isAffine())?
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double det_1, pos, neg, temp;
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pos = neg = 0.0;
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#define ACCUMULATE \
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{ \
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if(temp >= 0.0) pos += temp; \
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else neg += temp; \
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if (&mat==this) {
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Matrix tm(mat);
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return invert(tm);
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}
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temp = other._mat[0][0] * other._mat[1][1] * other._mat[2][2]; ACCUMULATE;
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temp = other._mat[0][1] * other._mat[1][2] * other._mat[2][0]; ACCUMULATE;
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temp = other._mat[0][2] * other._mat[1][0] * other._mat[2][1]; ACCUMULATE;
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unsigned int indxc[4], indxr[4], ipiv[4];
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unsigned int i,j,k,l,ll;
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unsigned int icol = 0;
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unsigned int irow = 0;
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float temp, pivinv, dum, big;
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temp = - other._mat[0][2] * other._mat[1][1] * other._mat[2][0]; ACCUMULATE;
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temp = - other._mat[0][1] * other._mat[1][0] * other._mat[2][2]; ACCUMULATE;
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temp = - other._mat[0][0] * other._mat[1][2] * other._mat[2][1]; ACCUMULATE;
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// copy in place this may be unnecessary
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*this = mat;
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det_1 = pos + neg;
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for (j=0; j<4; j++) ipiv[j]=0;
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if( (det_1 == 0.0) || (fabs(det_1/(pos-neg)) < PRECISION_LIMIT )) {
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// _m has no inverse
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notify(WARN) << "Matrix::invert(): Matrix has no inverse." << std::endl;
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return false;
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for(i=0;i<4;i++)
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{
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big=(float)0.0;
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for (j=0; j<4; j++)
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if (ipiv[j] != 1)
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for (k=0; k<4; k++)
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{
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if (ipiv[k] == 0)
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{
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if (SGL_ABS(operator()(j,k)) >= big)
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{
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big = SGL_ABS(operator()(j,k));
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irow=j;
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icol=k;
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}
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}
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else if (ipiv[k] > 1)
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return false;
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}
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++(ipiv[icol]);
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if (irow != icol)
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for (l=0; l<4; l++) SGL_SWAP(operator()(irow,l),
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operator()(icol,l),
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temp);
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indxr[i]=irow;
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indxc[i]=icol;
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if (operator()(icol,icol) == 0)
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return false;
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pivinv = 1.0/operator()(icol,icol);
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operator()(icol,icol) = 1;
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for (l=0; l<4; l++) operator()(icol,l) *= pivinv;
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for (ll=0; ll<4; ll++)
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if (ll != icol)
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{
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dum=operator()(ll,icol);
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operator()(ll,icol) = 0;
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for (l=0; l<4; l++) operator()(ll,l) -= operator()(icol,l)*dum;
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}
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}
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for (int lx=4; lx>0; --lx)
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{
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if (indxr[lx-1] != indxc[lx-1])
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for (k=0; k<4; k++) SGL_SWAP(operator()(k,indxr[lx-1]),
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operator()(k,indxc[lx-1]),temp);
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}
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// inverse is adj(A)/det(A)
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det_1 = 1.0 / det_1;
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_mat[0][0] = (other._mat[1][1] * other._mat[2][2] - other._mat[1][2] * other._mat[2][1]) * det_1;
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_mat[1][0] = (other._mat[1][0] * other._mat[2][2] - other._mat[1][2] * other._mat[2][0]) * det_1;
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_mat[2][0] = (other._mat[1][0] * other._mat[2][1] - other._mat[1][1] * other._mat[2][0]) * det_1;
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_mat[0][1] = (other._mat[0][1] * other._mat[2][2] - other._mat[0][2] * other._mat[2][1]) * det_1;
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_mat[1][1] = (other._mat[0][0] * other._mat[2][2] - other._mat[0][2] * other._mat[2][0]) * det_1;
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_mat[2][1] = (other._mat[0][0] * other._mat[2][1] - other._mat[0][1] * other._mat[2][0]) * det_1;
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_mat[0][2] = (other._mat[0][1] * other._mat[1][2] - other._mat[0][2] * other._mat[1][1]) * det_1;
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_mat[1][2] = (other._mat[0][0] * other._mat[1][2] - other._mat[0][2] * other._mat[1][0]) * det_1;
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_mat[2][2] = (other._mat[0][0] * other._mat[1][1] - other._mat[0][1] * other._mat[1][0]) * det_1;
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// calculate -C * inv(A)
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_mat[3][0] = -(other._mat[3][0] * _mat[0][0] + other._mat[3][1] * _mat[1][0] + other._mat[3][2] * _mat[2][0] );
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_mat[3][1] = -(other._mat[3][0] * _mat[0][1] + other._mat[3][1] * _mat[1][1] + other._mat[3][2] * _mat[2][1] );
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_mat[3][2] = -(other._mat[3][0] * _mat[0][2] + other._mat[3][1] * _mat[1][2] + other._mat[3][2] * _mat[2][2] );
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_mat[0][3] = 0.0;
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_mat[1][3] = 0.0;
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_mat[2][3] = 0.0;
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_mat[3][3] = 1.0;
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return true;
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}
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bool Matrix::invertAffine( const Matrix& mat)
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{
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// | R p |' | R' -R'p |'
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// | | -> | |
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// | 0 0 0 1 | | 0 0 0 1 |
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for (unsigned int i=0; i<3; i++)
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{
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operator()(i,3) = 0;
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operator()(3,i) = -(mat(i,0)*mat(3,0) +
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mat(i,1)*mat(3,1) +
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mat(i,2)*mat(3,2));
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for (unsigned int j=0; j<3; j++)
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{
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operator()(i,j) = mat(j,i);
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}
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}
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operator()(3,3) = 1;
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return true;
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}
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@ -8,6 +8,8 @@ Transform::Transform()
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_mode = MODEL;
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_matrix = new Matrix;
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_inverse = new Matrix;
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_inverseDirty = false;
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}
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Transform::Transform(const Transform& transform,const CopyOp& copyop):
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@ -15,7 +17,9 @@ Transform::Transform(const Transform& transform,const CopyOp& copyop):
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_type(transform._type),
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_mode(transform._mode),
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_computeTransformCallback(_computeTransformCallback),
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_matrix(new Matrix(*transform._matrix))
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_matrix(new Matrix(*transform._matrix)),
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_inverse(new Matrix(*transform._inverse)),
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_inverseDirty(transform._inverseDirty)
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{
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}
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@ -25,6 +29,8 @@ Transform::Transform(const Matrix& mat )
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_mode = MODEL;
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_matrix = new Matrix(mat);
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_inverse = new Matrix();
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_inverseDirty = false;
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}
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@ -39,7 +45,7 @@ const bool Transform::computeBound() const
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// note, NULL pointer for NodeVisitor, so compute's need
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// to handle this case gracefully, normally this should not be a problem.
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Matrix l2w;
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if (getLocalToWorldMatrix(l2w,NULL))
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if (_mode!=PROJECTION && getLocalToWorldMatrix(l2w,NULL))
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{
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Vec3 xdash = _bsphere._center;
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@ -480,6 +480,18 @@ void CullVisitor::setCamera(const Camera& camera)
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}
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void CullVisitor::pushCullViewState(Matrix* matrix)
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{
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if (matrix)
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{
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osg::Matrix* inverse = new osg::Matrix;
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inverse->invert(*matrix);
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pushCullViewState(matrix,inverse);
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}
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else
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pushCullViewState(NULL,NULL);
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}
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void CullVisitor::pushCullViewState(Matrix* matrix,osg::Matrix* inverse)
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{
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osg::ref_ptr<CullViewState> nvs = new CullViewState;
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@ -494,11 +506,6 @@ void CullVisitor::pushCullViewState(Matrix* matrix)
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}
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nvs->_matrix = matrix;
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inverse_world = createOrReuseMatrix();
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inverse_world->invert(*(matrix));
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nvs->_inverse = inverse_world;
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}
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else
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@ -506,21 +513,41 @@ void CullVisitor::pushCullViewState(Matrix* matrix)
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if (_cvs.valid())
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{
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nvs->_matrix = _cvs->_matrix;
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nvs->_inverse = _cvs->_inverse;
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inverse_world = nvs->_inverse.get();
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}
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else
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{
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nvs->_matrix = NULL;
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nvs->_inverse = NULL;
|
||||
inverse_world = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
if (inverse)
|
||||
{
|
||||
if (_cvs.valid() && _cvs->_inverse.valid())
|
||||
{
|
||||
inverse->preMult(*(_cvs->_inverse));
|
||||
}
|
||||
|
||||
nvs->_inverse = inverse;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_cvs.valid())
|
||||
{
|
||||
nvs->_inverse = _cvs->_inverse;
|
||||
}
|
||||
else
|
||||
{
|
||||
nvs->_inverse = NULL;
|
||||
}
|
||||
}
|
||||
inverse_world = nvs->_inverse.get();
|
||||
|
||||
if (inverse_world)
|
||||
{
|
||||
nvs->_eyePoint = _tvs->_eyePoint*(*inverse_world);
|
||||
//nvs->_eyePoint = inverse_world->getTrans();
|
||||
|
||||
nvs->_centerPoint = _tvs->_centerPoint*(*inverse_world);
|
||||
|
||||
@ -560,7 +587,6 @@ void CullVisitor::pushCullViewState(Matrix* matrix)
|
||||
_viewStateStack.push_back(nvs);
|
||||
}
|
||||
|
||||
|
||||
void CullVisitor::popCullViewState()
|
||||
{
|
||||
// pop the top of the view stack and unref it.
|
||||
@ -706,6 +732,11 @@ void CullVisitor::updateCalculatedNearFar(osg::Drawable* pDrawable)
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
inline float distance(const osg::Vec3& coord,const osg::Matrix& matrix)
|
||||
{
|
||||
return -(coord[0]*matrix(0,2)+coord[1]*matrix(1,2)+coord[2]*matrix(2,2)+matrix(3,2));
|
||||
}
|
||||
|
||||
|
||||
void CullVisitor::updateCalculatedNearFar(const osg::BoundingBox& bb)
|
||||
{
|
||||
@ -715,26 +746,20 @@ void CullVisitor::updateCalculatedNearFar(const osg::BoundingBox& bb)
|
||||
osg::notify(osg::WARN)<<"Warning: CullVisitor::updateCalculatedNearFar(..) passed a null bounding box."<< std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
const osg::Vec3& eyePoint = _tvs->_eyePoint; // note world eye point.
|
||||
const osg::Vec3& lookVector = _tvs->_lookVector; // world look vector.
|
||||
|
||||
|
||||
float d_near,d_far;
|
||||
|
||||
if (_cvs->_matrix.valid())
|
||||
{
|
||||
|
||||
|
||||
const osg::Matrix& matrix = *(_cvs->_matrix);
|
||||
// calculate the offset from the eye in local coords then transform
|
||||
// the offset into world and then compare against the world look vector.
|
||||
d_near = ((bb.corner(_cvs->_bbCornerNear)*matrix) - eyePoint)*lookVector;
|
||||
d_far = ((bb.corner(_cvs->_bbCornerFar)*matrix) - eyePoint)*lookVector;
|
||||
d_near = distance(bb.corner(_cvs->_bbCornerNear),matrix);
|
||||
d_far = distance(bb.corner(_cvs->_bbCornerFar),matrix);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
d_near = (bb.corner(_cvs->_bbCornerNear)-eyePoint)*lookVector;
|
||||
d_far = (bb.corner(_cvs->_bbCornerFar)-eyePoint)*lookVector;
|
||||
d_near = -(bb.corner(_cvs->_bbCornerNear)).z();
|
||||
d_far = -(bb.corner(_cvs->_bbCornerFar)).z();
|
||||
}
|
||||
|
||||
if (d_near<=d_far)
|
||||
@ -1049,14 +1074,27 @@ void CullVisitor::apply(Transform& node)
|
||||
StateSet* node_state = node.getStateSet();
|
||||
if (node_state) pushStateSet(node_state);
|
||||
|
||||
ref_ptr<osg::Matrix> matrix = createOrReuseMatrix();
|
||||
matrix->makeIdentity();
|
||||
node.getLocalToWorldMatrix(*matrix,this);
|
||||
pushCullViewState(matrix.get());
|
||||
bool isModelView = node.isModelViewTransform();
|
||||
if (isModelView)
|
||||
{
|
||||
|
||||
ref_ptr<osg::Matrix> matrix = createOrReuseMatrix();
|
||||
ref_ptr<osg::Matrix> inverse = createOrReuseMatrix();
|
||||
node.getLocalToWorldMatrix(*matrix,this);
|
||||
node.getWorldToLocalMatrix(*inverse,this);
|
||||
pushCullViewState(matrix.get(),inverse.get());
|
||||
}
|
||||
else
|
||||
{
|
||||
osg::notify(osg::WARN)<<"Warning: Projection Transform in scene graph has been ignored, not fully implemented yet."<<std::endl;
|
||||
}
|
||||
|
||||
traverse(node);
|
||||
|
||||
popCullViewState();
|
||||
if (isModelView)
|
||||
{
|
||||
popCullViewState();
|
||||
}
|
||||
|
||||
// pop the node's state off the render graph stack.
|
||||
if (node_state) popStateSet();
|
||||
|
Loading…
Reference in New Issue
Block a user