Hi Alex,

To use the same view point for LOD calculations for nested Camera's
the osg::Camera class has a support for setting the ReferenceFrame of
the nested Camera to ABSOLUTE_RF_INHERIT_VIEWPOINT which allows them
to have independent view matrices but use the same viewpoint and the
parent Camera for LOD calcs.  The osgShadow NodeKit uses this in it's
implementations so have a look the source code entries for
setReferenceFrame in it for examples.

Robert.

On 7 June 2012 22:09, Pecoraro, Alexander N
<[email protected]> wrote:
> 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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