Hi Gordon,

Sorry for my simple question but how can I specify Cull Callback for any node ? 
I search the mail list for it but I can't understand how it can be done?

ÜMİT UZUN

----------------------------------------
> From: [EMAIL PROTECTED]
> To: [email protected]
> Date: Tue, 6 May 2008 10:19:25 -0400
> Subject: Re: [osg-users] Aircraft getting invisible by AutoCullingSystem
> 
> Sounds like this may be a floating point precision issue in the Z-buffer and
> your aircraft is simply failing z-buffer test but passing the OSG culling
> test it might also be failing the cull test because of that
> 
> One way to check if is that type of issue is to place a cull callback on the
> aircraft node, if it gets called/visited then you know you passed the cull
> test and that's it's a zbuffer issue
> 
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of ümit uzun
> Sent: Tuesday, May 06, 2008 10:11 AM
> To: [email protected]
> Subject: [osg-users] Aircraft getting invisible by AutoCullingSystem
> 
> 
> Hi Robert,
> 
> Firstly you are welcome to mail list :) I have an question about culling
> problem. I have an aircraft and earth model. Their size is "aircraft = 0e-07
> " and "earth = 2e+07". When I add the aircraft node to the
> coordinateSystemNode which all nodes tied to it, aircraft get invisible. I
> think automatic culling system is culling the aircraft  from the scene. I
> have try to add ;
> 
> viewer.getCamera()->setComputeNearFarMode(
> osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR ); std::cout<<"NearFarMode  :
> "<getComputeNearFarMode() cullingMode &= ~ ( 
> osg::CullStack::SMALL_FEATURE_CULLING  );
> viewer.getCamera()->setCullingMode( cullingMode );
> 
> then result is same. Why my little aircraft culling from scene? How can I
> fix this problem?
> 
> Thanks so much...
> 
> 
> 
> ÜMİT UZUN
> 
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