Thanks. Is there a primmer on osg::KdTree anywhere? sean
On Fri, Oct 31, 2008 at 9:37 AM, Robert Osfield <[EMAIL PROTECTED]>wrote: > Hi Sean, > > On Fri, Oct 31, 2008 at 2:16 PM, Sean Spicer <[EMAIL PROTECTED]> > wrote: > > Looking at the osgforest shader-path, one challenge that I see is that if > > one needs to be able to "pick" the geometry, then the SG doesn't know > about > > where it is in space to run an interesector. Any thoughts on a strategy > to > > overcome this? I was thinking about "hidden" geometry, but the > intersector > > wouldn't see it. > > The "where on earth is it paradox with vertex shaders".. > > Probably the easiest way to solve would be to manually create an > osg::KdTree for where the geometry would be if it had been transformed > and then attach this KdTree to the Drawable where the vertex shader is > playing games. This would speed intersections as well as solve the > "where on earth is it". > > Robert. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Sean Spicer Executive Vice President & Chief Technology Officer Aqumin (www.aqumin.com) Office....+1.281.466.4848 Mobile...+1.713.447.2706 Fax.......+1.281.466.4849
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

