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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