Hi Robert,
Thank you for your attention again and again :)It's really appreciated.Let's
say,I 'm after this:
I have some object(like walls) may occlude some other objects,in this situation
,I want to
"cull" those walls. But the problem is I have muli cameras ,if I cull it ,it
disappeared in all cameras.
(some camera are for RTT purpose,so it shouldn't be culled all the time ). Now
I realized maybe
I missused the cullcallbacks in some way.Do you have any suggestions?
Thanks WangMiao
----- Original Message -----
From: "Robert Osfield" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, August 29, 2007 12:08 AM
Subject: Re: [osg-users] Problem with CulCallBack And Muti Cameras
> HI Wangmio,
>
> I'm not really sure what you are after, could you explain at a higher
> level what you are trying to achieve with cull callbacks.
>
> Robert.
>
> On 8/28/07, wangmiao <[EMAIL PROTECTED]> wrote:
>> Hello every one:
>> I meet's a problem when using CullCallback with muti cameras. I use
>> cullcallback to custom the cull traversal .
>> Is it possible to know which camera is currently been travrse in
>> "cull(osg::NodeVisitor* nv, osg::Drawable* drawable, osg::State* s)const"
>> implenment?
>> With this infomation I can enable the cullcallback for main camera an
>> disable it for others.
>> Thank you for any sugestions .
>>
>> Wangmiao
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
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>
>
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