Hi Everyone,

I think I have a very specific issue here, and I could use some help to fix
this:

- I'm trying to compute interections with an osgEarth model using the
osgSim::LineOfSight helper class.
- The problem is, this helper class seems to just be freezing when loading
the earth tiles in the readcallback (at least, this is just taking too
long): I guess this is because all the needed tiles are loaded synchronously
before one can perform the first intersection test.
-So I was wondering if there was a way to acheive a "more real time"
behavior using a regular intersection situation: when you have a osgEarth
model loaded and rendered then the camera is used to decide which tiles to
load and the database pager will load them smoothly. And then, a simple
intersectionVisitor can give you the current intersection result desired
without blocking the rendering loop for ages.

=> But at the same time, I just don't want to render this osgEarth model...
it should just be an "hidden" model used for intersection tests.

So I was wondering: is there a way, to easily setup a complete traversal
loop (event,update, and cull traversal) but prevent the drawing traversal of
a scene ? If this possible the cull traversal with appropriate camera
location would trigger new requests for tiles, the update traversal would
allow the database pager to load those tiles, and I could still save the
ressources and hardware compatibility needed for the drawing traversal...

Any idea if this is possible or not or how to proceed ??

Cheers,
Manu.
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