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 > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org