Thanks, that sounds much better than the way I was attempting to do it.

Alex

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Robert Osfield
Sent: Thursday, June 07, 2012 8:44 PM
To: OpenSceneGraph Users
Subject: EXTERNAL: Re: [osg-users] voxelization using offscreen rendering

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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> osg-users mailing list
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.
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>
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