Hi,

I am looking for some guidance to the right doc or example, or even just a hint 
or a few classes to look closely at.

Essentially I want to create a piece of geometry that applies effects to any 
part of a node in its interior. 

What I would be modelling is a camera's field of view, so it will be a 4-sided 
frustum extending out (not unlike the osgthirdpersonview example). 

All surfaces that intersect should be "painted" in some fashion not unlike a 
strong light source would do. In fact I at first thought a light source might 
be desirable but it seems like I am limited to 8 of those, and I have not seen 
any way to light up the whole path (and not just the surfaces it hits) so it 
highlights the whole field of view.

So I think semi-transparent frustum will do the trick, but I am wondering how I 
can apply a shader to only the parts of other nodes that intersect with it? In 
terms of the scene graph the nodes may not be anywhere near each other, but I 
want to shade their overlap.

Typically these areas will not be animated although it'd be nice to have the 
option.

I have looked also at the osgclip example since this seemed promising - but 
this example uses two copies of the model, with one being clipped out. Meaning 
that the ClipNode could not easily be moved around the scene unless it carried 
a full duplicate (with shaders applied) of the entire graph. Is this the 
best/only approach? Maybe it is not as much of a chore or not as expensive as 
it seems?

I am new to 3d graphics in general but can accept a fairly technical 
description since I've been perusing the source code a while now and understand 
the mathematics of it fairly well.

Thanks,
Josh Sutterfield

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