On 05/28/2013 01:20 PM, Farshid Lashkari wrote:
Hi Jeremy,

This sound very similar to an issue I've encountered before. Does your RTT Camera object use a RELATIVE or ABSOLUTE reference frame? Also, are you applying any ComputeBoundingSphereCallbacks to you scene or override the "computeBound" method of any nodes?

ABSOLUTE.

And no, I'm not applying any BoundingSphere callbacks...
Cheers,
Farshid



On Mon, May 27, 2013 at 11:07 AM, Jeremy Moles <[email protected] <mailto:[email protected]>> wrote:

    Hello everyone! I'm running into a problem in my application where
    I'm trying to switch between two different subgraphs as the result
    of some event (key press or similar). The first of these two
    objects is a standard subgraph with nothing too sophisticated
    going on. The second of these is a RTT "stack" of Camera objects.

    The problem manifests in that if I switch FROM the standard graph
    (just a random grouping of models) to the RTT Camera stack, the
    bounds of the previous node are used for the RTT Camera. This
    means that while the same scene rendered within my RTT stack is
    fine as long as you don't adjust the view matrix, as soon as you
    move the scene around it begins to get culled. I can remedy this
    problem by disabling culling on the main viewer camera when my RTT
    stack is "in effect", but I feel like I'm doing something wrong...
    the reason I think this is because I can add the RTT stack to my
    scene as the FIRST scene (and never toggle it to anything else)
    and the culling occurs correctly. The problem only manifests when
    I switch from the RTT stack to a standard node AND THE BACK to the
    RTT scene.

    Has anyone tried anything like this in the past? Does anyone have
    any hints? :)
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