Jean-Sébastien Guay wrote:
I know I risk making the thread diverge into unrelated concerns, but I wanted to ask:
No actually, I think this is the right direction for this thread to take. :-)
Are there advantages to modifying CullVisitor rather than overriding traverse(), other than one dynamic_cast per frame per node? I think if that's the only advantage, I'd personally prefer keeping all the code related to the node type local to the type itself, even if that node type were to be included into OSG.
Not sure. When I looked into this for OcclusionQueryNode, I was just following the existing coding pattern for core OSG nodes. Most of them had the bulk of their cull traversal functionality in the CullVisitor::apply() for that particular node type, and did not override the traverse() member function.
-Paul _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

