Hi Wojciech,

Thank you so much! That was exactly what I was looking for.

Cheers
Karl



On Fri, Apr 25, 2008 at 9:10 PM, Wojciech Lewandowski <[EMAIL PROTECTED]>
wrote:

>
> Hi Guys,
>
> I am succesfully using following method for getting View cameras:
>
>        cullVisitor.getRenderStage()->getCamera()
>
> To get most recent graph nested camera that cull visitor passed I use:
>
>        cullVisitor.getCurrentRenderBin()->getStage()->getCamera()
>
> There is a catch when adding cull callback to nodes. Cull calback is
> called
> before traversing the node for which its called.  So if one adds cull
> callback to Camera node and tries to read inside this callback what is the
> current camera it will get parent cam instead. But I am not sure if this
> applies to master view and slave vies though. For sure it applies to graph
> nested cams.
>
> HTH,
> Cheers
> Wojtek
>
>
>
> 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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