Hi Patrick,
  I may be missing the overall question, but we've run into some frustum
problems (see below) and have tracked down it's assignment to the camera
decorators. More specifically, MatrixFrustum(). I can't say whether this is
the same place the frustum is set for intersection tests, but hope it helps
with your search.

Previous frustum problems:
http://www.mail-archive.com/[email protected]/msg08487.html

Cheers

E.
 
---
Eric Maslowski
Research Computer Specialist
University of Michigan 3D Lab

Autodesk 3D Studio Max Certified Trainer

email:  [EMAIL PROTECTED]
office: 734-615-9699
mobile: 734-730-9904


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Patrick
Hartling
Sent: Thursday, October 18, 2007 19:03
To: users
Subject: [Opensg-users] Frustum disparity between OSG::RenderTraversalAction
instances in cluster scenario

I have been digging more into the problem that I described in a message that
I posted last week (subject "OSG::Group core and clustering oddity"), and I
have ruled out OSG::Group and its subclasses being a factor. I don't think
there is anything about PyOpenSG that is causing the problems, either. My
current suspicion is that I need to do some more work in the C++ render
server application, and the lead I am following now has to do with
OSG::RenderTraversalAction and how its frustum is set up.

In my client GUI, I have a valid frustum in the OSG::RenderTraversalAction
instance, and everything renders well. In the render servers, however, the
OSG::RenderTraversalAction frustum has near and far planes that seem totally
unrelated to what is being set up on the client side. In particular, the far
plane appears to be invalid with a normal of the form [nan, nan, nan] and a
distance from the origin of -inf.

I understand that OSG::RenderTraversalAction is not a field container, and I
am creating the instances manually on both ends of the communication
channel. However, I am not doing anything directly that sets the frustum for
an instance of OSG::RenderTraversalAction, and I don't know how it gets set.
Not knowing this is making it hard for me to figure out why the render
servers have what seems to be a completely bogus frustum. How is the frustum
supposed to get set? I have been tracing through the code when the traversal
action is applied to the scene graph, and I see where the frustum is used
for intersection testing. What I have not yet seen is where, how, or when
that frustum is set. Is this something that I should be doing in my render
server code based on information that is received from the client GUI via
the scene graph sharing?

 -Patrick


--
Patrick L. Hartling
Senior Software Engineer, Priority 5
http://www.priority5.com/



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