Robert, Thanks for the reply. I would ideally need to reject fully occluded objects (but there is a speed tradeoff that I'd consider). When I was thinking about doing this with the pickhandler (which might be slow?), I was thinking of using a polytope intersection but I had no real reason for doing so, other than it seemed appropriate as I could define a region that cover the camera (that's what other people seemed to be doing). I could not tell you whether ray based intersections would be appropriate or not.
Sterling robertosfield wrote: > Hi Sterling, > > How you want to go about the task depends very much of your specific > needs. Is it sufficient for the any part of the object to be in the > view frustum? Do you need to reject objects that are in the view > frustum but wholly occluded by other nearer objects? Is ray based > intersections appropriate? A polytope based intersections? > > Robert. > > On 14 May 2012 16:43, Sterling Somers <> wrote: > > > Hi, > > > > I am fairly new to OSG and have been slowly learning the basics. I am a > > student and the basic theme of my research is to model human behaviour. I > > have been interested in making our models more interesting by immersing > > them into a 3D environment. To give the agent SOME sense of vision, I’d > > like to be able detect which objects are viewable to the (automated, one > > day) viewer. I do not know much about OSG but this seems like a plausible > > project. I suspect I wouldn’t want to do it with the pickhandler, is that > > correct? Would I have to do some sort of culling callback? I have been > > grasping at straws. Basically, given a command, I’d like to my program to > > respond with what objects are viewable, what it’s coordinates are, and if > > possible, the file location for any sub-graphs. If I could get some > > opinions on whether this would even be possible, that would be great. Some > > pointing in the right direction would be ever greater. > > > > Thank you! > > > > > > Sterling > > > > ------------------ > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=47695#47695 > > > > > > > > > > > > _______________________________________________ > > osg-users mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > _______________________________________________ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ------------------ > Post generated by Mail2Forum ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47897#47897 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

