Hi Gordon,

I think the easiest way forward would be to subclass from
osgViewer::Renderer an provide you own implementation of cull/draw.
It might be that we could refactor the Renderer base class a little to
make this type of subclassing more straight forward so I'm open to
suggestions.

Robert.

On Tue, Oct 7, 2008 at 2:53 PM, Tomlinson, Gordon
<[EMAIL PROTECTED]> wrote:
> 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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