Patrick Hartling wrote:
> 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.

ActionBase::ResultE RenderTraversalActionBase::start(void)
{
     if(_bFrustumCulling   == true &&
        _bAutoFrustum      == true &&
         getCamera      () != NULL &&
         getViewport    () != NULL)
     {
         getCamera()->getFrustum(_oFrustum, *getViewport());
     }

// ...

> 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?

no, as you can see from the snippet above it normally gets set 
automatically from the camera, since the first two booleans in the if 
default to true.
Maybe this gives you an idea where to look further,

        Carsten

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