Hi Guy,

I can't easily follow your email, but I think the answer is no.

Robert.

2009/3/22 Guy <[email protected]>

>
>
>
>  ------------------------------
>
>
>
>
> 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.
>
> I understand, but suppose the mode of camera A is to calculate near far
> planes and the mode for camera B which is under A is also to calculate near
> far planes, and suppose A has frustum projection and B has orthographic
> projection, does geometry under B will affect A near far calculations?
> (Theoretically they should not). Does A near far planes will affect B
> projection matrix?
>
>
>
> If both answers are 'NO' I'm reassured J
>
>
>
> Thanks Robert,
>
>
>
> Guy.
>
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>
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