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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