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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=58553#58553 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org