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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