On Fri, Apr 25, 2008 at 5:22 PM, Karl Heijdenberg
<[EMAIL PROTECTED]> wrote:
> Hi again,
>
> Really nice work with putting together the OSG 2.4.0 release!
> Now I have also tested 2.4.0 and it has the same behaviour concering this
> problem.
>
> So my question about how to identify the camera being traversed remains.

I have to be honest, I don't know what is amiss, the RenderInfo/View
pointers should have the camera, and ideally the NodePath would have
the Camera topmost as well.  It has been my intention that this would
be the way to get the current camera during the draw traversal.  This
used to work, but I haven't tested for a year - the OSG is a big
library and not all parts are used heavily used all the time - you
case is such as an example I'm afraid.  I'm busy in prep for training
course right now so can't go investing the code so the best I can
recommend is that you dive into SceneView/osgViewer and see if you can
spot what is amiss.

Robert.
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