On Thu, Oct 4, 2012 at 3:52 PM, Chris Hanson <xe...@alphapixel.com> wrote: > On Thu, Oct 4, 2012 at 12:48 PM, Preet <prismatic.proj...@gmail.com> wrote: >> >> By default some of the parameters of a camera are computed based on >> the contents of a scene (like the near and far plane). Camera >> manipulators will also behave differently based on the placement of >> objects in the scene. I have one node in my scene that I want the >> camera and any manipulators to 'ignore' in this respect, but I still >> want the node to be rendered. Is there anyway I can do this? > > > Probably not. The nodes have to be Culled in order to be added to the Render > List, and the scene bounds and such are computed during culling. > > The bigger question is what are you trying to do, and why? That answer will > probably allow us to suggest something useful, like depth partitioning or > something. >
I'm trying to visualize stuff like buildings and roads on the surface of the Earth. But for reference, I'd also like to display the surface of the Earth (just as a set of points). Including geometry for the Earth's surface makes the other stuff disappear (and reappear at certain angles). To me it looks like an issue with the near/far planes of the frustum. I wanted to avoid specifying the near/far planes manually since the behaviour without the Earth surface geometry is perfect as is. I don't care about the overhead of drawing the surface geometry since its so simple, and I don't want the scene graph to account for the surface geometry (outside of rendering it); the other objects in the scene should determine the camera frustum. Preet _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org