Farshid, I'm actually modifying the osgSim::LineOfSight class for my tests. I went into LineOfSight.cpp and modified the "computeIntersections()" method to support "setIntersectionLimit()" since there's currently no way to control this for the Line of Sight stuff in OSG. I added the call "setIntersectionLimit()" for each LineSegmentIntersector instanced in the "computeIntersections()" method. This was done at the top of the method where the iterator loop is for each entry of _LOSlist. I believe this is the correct way to do it...
I then called "LineOfSight::computeIntersections()" in my app to test it out against my terrain database. I would include the actual code snippet but my email machine doesn't have the code on it so I hope that the above description of what I did makes sense... It does make sense on how the LIMIT_NEAREST option works. Thanks for that explanation. -Shayne ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50029#50029 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org