Hi Guy, On Sun, Mar 22, 2009 at 8:10 AM, Guy <[email protected]> wrote:
> While reading through the mailing list I read somewhere that > osg::Projection is obsolete and replaced by osg::Camera that has much > more functionality. > > I thought that having another camera, means another pass of rendering, > which is a quite difference since osg::projection only push the > projection matrix, replace it and pop it at the end. Am I right? An osg::Camera that has it's RenderOrder to NESTED will just set the project and view matrices, it want clear any buffers and will nest all enclosed sugraph within the current RenderStage. This makes it pretty close to the use of Projection node and MatrixTransform ndoe that used to have to be used before. > Another question about Camera and near-far plane computation. If a > camera does calculate near far planes during the culling, but has > somewhere underneath other cameras or projections, does these affect the > near-far calculations? Does the near far planes that were calculated > affect the other cameras/projections? > The computation of the near far is optional and controlled via the ComputeNearFarMode. When enabled the near far computation happens in the cull traversal for the camera being traversed. Robert.
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