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






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