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
>
>
>
>
>
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>
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