Hi John,

A custom "cull visitor" wouldn't be related to the osgViewer, rather
it's something you'd instantiate and call yourself on demand.  The
custom "cull visitor" needn't even subclass from CullVisitor.  The
subclass from IntersectionVisitor with a Polytope representing the
view frustum way actually be the best place to start.


Robert.

On Mon, Nov 3, 2008 at 12:46 PM, John Vidar Larring
<[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
>> One way around this would be just write a custom CullVisitor that
>> kicks of the database request for a given camera set up.
>
> Just one small problem, where would I add the custom CullVisitor? Neither
> osgViewer::Viewer nor any of its base classes has any public methods for
> assigning a custom CullVisitor to the Cull traversal. This is only (as far
> as I can see) available in the depricated SceneView class...!?
>
> Should I add a "void setCullVisitor (osgUtil::CullVisitor *cv)" to
> osgViewer::ViewerBase so that the assigned CullVisitor can be assed to there
> Renderer's cull() method?
>
> Or have I just misunderstood your suggestion? Furthermore, I am not quite
> sure how a custom CullVisitor would to the trick, since what I want to do is
> to run the cull visitor but avoid rendering the the result;)
>
> Best Regards,
> John
>
> Robert Osfield wrote:
>>
>> Hi John,
>>
>> I'll do a review of the submission and provide a bit more in the way
>> of thoughts once completed.
>>
>> In terms of possible optimizations, disabling the precompile and only
>> doing the update, event, and cull would be probably the most efficient
>> way to get tiles loaded, then once the tiles are loaded do the final
>> render.   The awkward part of this is that the cull and draw are
>> closely coupled in the Viewer...
>>
>> One way around this would be just write a custom CullVisitor that
>> kicks of the database request for a given camera set up.
>>
>> Robert.
>>
>
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