Hi Janna,

It should be possible to make the MyTransform proposal pretty general
purpose, as I don't know the specifics of what type of transform you
want I can't say for sure, but it's how I'd tackle the task.  Without
know more specifics of the how you plan to make the computation I can
really provide much further guidance.

W.r.t modifying the transform matrix within a cull callback, this is
probably down to the cull callback effectively being a traversal
override callback that is called to handle the traversal of the nodes
subgraph and will be called after the CullVisitor grabs the matrix and
puts it on the rendering backends modelview matrix stack.

Robert.

On 8 March 2013 17:30, Janna Terde <[email protected]> wrote:
> Hi Robert,
>
> This is interesting however I am not completely sure if this can solve all my 
> problems. What I am trying to do is to create a general solution for per-view 
> control. I have different effects which require per-view control. For example 
> different post-effects need per-view uniforms, light-halo effect requires its 
> node to adjust transformation scale on per-view / per-camera basis. Effect 
> like mirror requires per-view computation to update RTT camera.
>
> So the solution I am looking for needs to be general for all such cases.
>
> However I can see the threading is one issue. The other issue is that even in 
> the single threaded mode I am failing to update the matrix transform (to set 
> per-view scale) of the node at the correct time. As I mention previously 
> setting matrix for the matrix transform node is affecting next view but not 
> the current view (using cull callback). However setting uniform for the same 
> node works fine (only in the single threaded mode).
>
> Currently I am trying to understand why setting matrix for the node (in cull 
> callback) is not working correctly even in the single threaded mode.
>
> However the final solution needs to address multi-threading.
>
>
> Thank you!
>
> Cheers,
> Janna
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=53011#53011
>
>
>
>
>
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