Ethan, The answer to that question (accessing the tree node) depends on how you're getting it into the scene (there are several ways).
If you are using marker-substitution with clustering on, your tree model will be deconstructed and optimized -- you won't be able to get to individual tree nodes (though you can still do things like intersections against the group as a whole). For substitution with clustering off, a single tree node gets placed under a number of MatrixTransforms; one for each instance of the tree. For GeometryNode annotation, the tree node is simply a child and unaltered; the GeometryNode simply places it on the Earth and manages any auto-clamping if applicable. Glenn Waldron / Pelican Mapping / @glennwaldron On Thu, Feb 2, 2012 at 10:03 AM, Ethan Fahy <[email protected]> wrote: > As I try more cases I'll be able to get a better sense of the speed > differences and if I do any systematic tests I'll report back. > > My main concern at this point is whether I'll be able to use my existing > nodevisitors on objects such as trees that are clamped onto osgEarth. My > existing code is pretty straight forward because I load the tree.ive file > to an osg node directly. In osgEarth, I'm not sure how I could go about > accessing the osg node of the tree, or how osgEarth even stores the > tree.ive as a node. > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=45192#45192 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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