Hi Chris,

  From memory, can't you create a NodeCallback that checks to see if it's being 
traversed
by a CullVisitor (dynamic-cast the NodeVisitor) and if so, temporarily switch 
off the
near/far computation, traverse the node/subgraph, and then turn it back on?

That's what I've done (see a previous post in this thread) but it didn't work for some reason - the subgraph was never rendered.

I've done what Paul suggested: the skydome is under a PRE_RENDER camera and so has its own projection matrix and thus, doesn't affect the computed near/far values for the main camera. It works, but it has more implications on the rest of my scene graph/viewer setup than I'd like. All other cameras need to be set to only clear the depth buffer otherwise they'll clear my skydome (of course) and since in my app, views may be added at any time, this introduces an extra required step when creating a view...

I think I'd prefer being able to disable the auto compute near/far for the node itself, and be done with it. If you can tell me why my code posted before doesn't render anything, I'm all ears.

Thanks,

J-S
--
______________________________________________________
Jean-Sebastien Guay    [email protected]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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