OK, I'm trying now using local cameras as proposed by Robert.

What I do :

I put somewhere in my scene graph a camera, setting it as PRE_RENDER, and 
setting its setReferenceFrame to RF_RELATIVE. When doing this, I notice the 
local cam get the main cam matrix, which is a good behavior for me (at 
beginning I was setting it to  RF_ABSOLUTE, and so need to write a cullcallback 
when I grab the main ca matrix and copy it to my local cam...).

What I notice is : I DO NOT need to set the
ClearMask on the viewer's master Camera to just clear the depth
buffer, maybe because OSG do like this :

 1. clear the buffers corresponding to main cam attributes
 2. clear the buffers corresponding to local cam attributes
 3. render the nodes which are child of my local cam
 4. render the other nodes

 Maybe this behaviour occurs because my local cam is a child on the root to 
which the main cam is applied, isn't it ?

I'm now in front of another problem : the z buffer precision, because, if I 
understand well, such a scene graph do that my main camera take ALL the scene 
to computes its near and far planes... - to refresh your mind, the nodes under 
the local cam are designed to be very far in the scene -

Is there any simple way to tell to the main cam to avoid traversing the local 
cam's children when computing its near/far planes ?

I know that the osgdepthpartition is a good point to start, but it's a bit 
complicated and single threaded designed (don't know where the problems appear 
with multi threads in this example).

thanks

Eric

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http://forum.openscenegraph.org/viewtopic.php?p=17421#17421





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