Hi,

I'm wondering if someone can suggest an elegant solution to the problem of 
trying to voxelize some triangle based geometry. The general algorithm is to 
render the scene from multiple different camera view points and then use the 
resulting color and depth buffer from each render pass to construct a voxel 
data set. However, the problem is that the geometry that I'm attempting to 
voxelize has multiple levels of detail so each camera view sees a slightly 
different level of detail which ends up generating a fuzzy voxel data set. What 
I need is for the first render pass using the top down overhead camera be the 
determining factor in the level of detail selection and then all the other 
camera's should use the same level of detail (i.e. same list of osg::Geometry 
nodes) when they render. How can I do this using the osg::Camera class?

Thanks.

Alex
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