A couple years ago I created a custom cull visitor to do this. I'd love to find an easier (more appropriate) way of post processing cull results, but my brain hurts every time I dig that deep into osg's internals.
Brian [EMAIL PROTECTED] wrote: ----- To: <[email protected]> From: "Tomlinson, Gordon" <[EMAIL PROTECTED]> Sent by: [EMAIL PROTECTED] Date: 10/07/2008 09:53AM Subject: [osg-users] Can you get the Post Cull results HI Y'all (OSG 2.61) My colleague has a problem he's trying to solve. In that once the cull has gone through and done its stuff , we need to be able to post process all the nodes that have passed the cull to be dispatched to the draw, we cannot do this in the cull itself as we have to find details about the nodes spatial neighbors in order to modify parts of the geometry based on things like the neighbors level of detail among other things Is there a way to get the node list at the end of the cull traversal or will we have to replace the standard cull traverser with our own that makes saves off a list of nodes that will be dispatched Gordon __________________________________________________________ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __________________________________________________________ (C) : (+ 1 ) 571-265-2612 ( W ) : (+ 1 ) 703-437-7651 "Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival" - Master Tambo Tetsura _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

