Hello, I have an app where I use an osg::Camera object to render a view of the scene to a texture, then apply that texture to node in the scene. If the node displaying the texture is culled, the osg::Camera object still renders the scene to the texture.
Is there a clean way to prevent the osg::Camera object from rendering if the node displaying the texture is culled? I'm able to accomplish this manually, but it's not as nice of a solution as I hoped. Before each draw I manually check if the bounding sphere of the node is inside the current view frustum, and disable the osg::Camera object accordingly. Just curious if somebody knows of a better way to accomplish this. Cheers, Farshid
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