Hi Guys,

You are on the right track with ViewPoint - it exists to solve this
problem - a RTT effect that needs to have LOD's chosen on the main
cameras view point (eye point) not the RTT's camera's eye point.   I
introduced it when Terry Welsh came across this problem when he was
doing his development of his implementation of parallel split shadow
maps.

I've just got back so I'm a bit cold on this topic right now, perhaps
Terry will remember things better than I...

Robert.

On Tue, Feb 26, 2008 at 5:46 PM, Brian R Hill <[EMAIL PROTECTED]> wrote:
> Wojtek,
>
>  I don't know. I just looked at the LOD::traverse method and saw that it
>  called the node visitor getDistanceToViewPoint method, which for the
>  CullVisitor calls the CullStack::getViewPointLocal method.
>
>  Ooops, looks like you'll need to override
>  CullVisitor::getDistanceToViewPoint, not CullVisitor::getViewPoint. Also,
>  the view point will need to be relative to the LOD object.
>
>  I searched the entire OSG tree and only LOD and PagedLOD call
>  getDistanceToViewPoint, so it should be pretty safe.
>
>  Caveat - I've only looked at the code and haven't tried this.
>
>
>  Brian
>
>  [EMAIL PROTECTED] wrote: -----
>
>
>  To: "OpenSceneGraph Users" <osg-users@lists.openscenegraph.org>
>  From: "Wojciech Lewandowski" <[EMAIL PROTECTED]>
>  Sent by: [EMAIL PROTECTED]
>  Date: 02/26/2008 12:15PM
>
> Subject: Re: [osg-users] Problem to consider: Shadow maps and LOD
>  computation
>
>
>
> Hi Brian,
>
>  > It looks like you'll need to create a custom cull visitor that stores the
>  > desired eye point and overrides the CullVisitor::getViewPoint method to
>  > return the stored eye point instead of the CullStack view point.
>
>  Thats sounds like it something I might be able to do ;-). Do you know if
>  changed viewPoint would affect other types of nodes apart from  LOD  ?
>
>  Thanks,
>  Wojtek
>
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