Good to hear that. This 2 methods are proven in the battle and work.

But to be honest I need to correct second part of my email. When cull
callback added to camera gets called, second method
will NOT return parent BUT camera for which callback was added. I got it
wrong. Human memory is tricky thing ;-)

Cheers,
Wojtek


  -----Original Message-----
  From: Karl Heijdenberg [mailto:[EMAIL PROTECTED]
  Sent: Saturday, April 26, 2008 11:59 AM
  To: [EMAIL PROTECTED]; OpenSceneGraph Users
  Subject: Re: [osg-users] Identify traversed camera inside cull callback


  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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