Hi, CameraNodes unlike SceneViews don't appear to have a getCullVisitor() function, I'm guessing they're visited by the same CullVisitor as the root SceneView that contains them. Without access to this "root SceneView", is it possible to get access to the exact projection matrix applied to the contents of a CameraNode with an absolute frame of reference (and no projection transforms attached to its children other than the one set on itself)?
I have a (heavily) multi-pass scene graph set up doing per fragment depth of field with some RTT pre-render passes and rendering textured quads to various destinations with shaders attached. One requirement of the algorithm I'm working on is access to the projection matrix used to render the original "scene texture" by the quad that is used to render that scene texture to the frame buffer (or another FBO depending), this is required to reverse the non-linear transform applied to values in the depth buffer among other things. Simply calling getProjectionMatrix() on the CameraNode after it has rendered its image returns the original matrix I passed it though, is the actual matrix used for rendering retained after culling and drawing have completed? If so, then where might I find it? and if not is there some callback or something I can use to grab it while it's floating around the scenegraph? Thanks, Alan _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

