Hi John, I really don't know enough about the specifics of what you are doing and why to know what the best way to tackle the problem is.
In your app you have full control over the frame loop, so you can place you updates in the main loop before the viewer.renderingTraversals(), its the renderingTraversals() that kicks off the cull and draw traversals. Or you could simply use an update callback on each individual object you want to control, or just have a single high level update callback that updates all the individual objects itself. Robert. On Wed, Apr 9, 2008 at 10:52 PM, Argentieri, John-P63223 < [EMAIL PROTECTED]> wrote: > Just looking around for an alternative, it looks like I'd have to set an > UpdateCallback on all of the nodes, that contains a map from the > osgViewer::View's Scene's UpdateVisitor to the states of the nodes in that > Scene. I think this will work because the update traversal occurs before the > cull traversal, and the cull traversal is the one that generates bins, no? I > can check the NodeVisitor, if it is a UpdateVisitor of one of the scenes, > then I apply those states to the node from the map. If I set a rendering > hint to transparent at this time, then the rendering traversal should > respect my setting, right? > > If this will work, I'll consider using osgViewer::CompositeViewer here. > Can anyone confirm? > ** > *John Argentieri* > *Software Engineer* > *GENERAL DYNAMICS* > *C4 Systems * > *(407) 281-5568* > [EMAIL PROTECTED] > > *"This email message is for the sole use of the intended recipient(s) and > may contain GDC4S confidential or privileged information. Any unauthorized > review, use, disclosure or distribution is prohibited. If you are not an > intended recipient, please contact the sender by reply email and destroy all > copies of the original message.*" > > ------------------------------ > *From:* [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] *On Behalf Of *Argentieri, > John-P63223 > *Sent:* Wednesday, April 09, 2008 4:14 PM > *To:* [EMAIL PROTECTED] > *Subject:* [osg-users] RenderingHint and CompositeViewer > > Robert, > > There's one thing that I haven't been able to do with CompositeViewer. > Previously, we had a predraw callback that occurred before the sceneview's > update(), cull(), draw() calls. In that callback, we set some states on some > objects, particularly if they are opaque/transparent in that view. With > CompositeViewer, I've used the Camera's PreDrawCallback, but at that point > it's too late to set the object's renderinghint to transparent. Is there > something else I can do to get the effect that I want? The CompositeViewer > is rendering all the views, so how do I issue a callback at the time that I > need to? > > John > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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