Hi Robert,

On Thu, Jun 17, 2010 at 12:58 AM, Robert Osfield
<[email protected]>wrote:
>
> If you fit this case, or if the bounding volume of the Camera is
> larger than you need for your texture then a cull callback attached to
> a node above the Camera is probably something to use, this could then
> keep a bounding sphere to do the cull against the view frustum and
> make the decision about whether to cull the subgraph or not.  Such a
> cull callback could be used in more circumstances than with just a
> camera.
>

Thanks, I ended going with a dual cull callback solution. I attach a
callback to the node that records the last frame number it was visible. I
then attach another cull callback above the camera that culls if the last
recorded frame number of the node is less than the current traversal frame
number. This works really well, as long as the camera is traversed after the
node in the scene graph.

Cheers,
Farshid
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