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. > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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