HI Michael,

This is no trivial tasks.  You'll need to grapple with the internals
of RenderStage/RenderBin/RenderLeaves that the cull traversal
populates and the draw traversals reads.  I'm afraid I don't have the
time to walk you through all this.

There are probably other ways to tackle this task via custom cull
callbacks or nodes that decorate your scene and have knowledge about
your geometry, textures.

Robert.

On Dec 6, 2007 10:54 AM, Michael Platings <[EMAIL PROTECTED]> wrote:
>
>
> Hi Robert,
> I need to update many textures every frame, but ideally I'd only update
> those that will actually be drawn.
>
> So after I've called SceneView::cull() what's the best way to identify all
> textures to be drawn?
>
> The maximum size at which the textures will be drawn is also important, so
> how can I get the bounding box and projection and modelview matrices for
> each Drawable to be drawn with that texture?
>
> Thanks very much
>
>
> Michael Platings| Software Developer| Pixel Power Ltd
> College Business Park | Coldhams Lane | Cambridge | CB1 3HD
>
> Tel: +44 (0) 1223 721 000 | Fax: +44 (0) 1223 721111 |
> http://www.pixelpower.com
>
>
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