Is it possible to prevent near-far planes calculations locally without using osg::Camera?
Thanks, Guy. ________________________________ 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 :-) Thanks Robert, Guy. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g
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