Paul Martz wrote:
> 
> One solution would be to disable culling on the Geode (as you did above) and 
> place it under its own dedicated Camera. Kind of heavyweight, though. 
> 

Since I need the projection from the original camera (view direction & field of 
view) I'd have to copy this to the shader. Possible, but not easy to use. I'd 
like the skybox to be able to be just put somewhere in the scene when you need 
it.

Paul Martz wrote:
> Another possibility would be to draw your Geometry from a post-draw callback, 
> but I haven't tried this.
> 

I tried this. My node got called independently of any culling, but did not 
render.
How do I draw a Geode? The code below for the callback did not work.

Code:

virtual void operator () (osg::RenderInfo& renderInfo) const
{
for(unsigned int i=0;i<background->getNumDrawables();++i)
background->getDrawable(i)->draw(renderInfo);
//renderinfo->drawImplementation(renderInfo);
}



Otherwise this would be a good solution. I would not mind having the node in a 
camera callback, since it depends only on the camera and should probably not 
even be in the scene.

regards,

Tony

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http://forum.openscenegraph.org/viewtopic.php?p=53763#53763





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