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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