Hi Steven, I'm not clear on what you are after. My only thought is perhaps the osgSim::VisibilityGroup is something like what you're after. You decorate a subgraph with a VisibilityGroup and only if the eye point is within a volume is the subgraph traversed. This is good for handling the contents of buildings which you only see once you are inside the outer skin of the building. From the include/osgSim/VisibilityGroup header:
/** VisibilityGroup renders (traverses) it's children only when the camera is inside a specified visibility volume. * The visibility volume is intersected with a line segment that extends from * the current camera's eye-point along the view vector for a given segment length. * If an intersection is detected then the node's children are traversed. */ Robert. On 29 March 2015 at 14:46, Steven Powers <[email protected]> wrote: > I have a piece of geometry that has a lot of interior articulated parts / > light points etc. They are all within the main groups bounding box and will > never cause the bounding box to be extended. > > > These extra nodes cause my cull traversal to be extended due to the > increased scene graph complexity. Is there a way that I can shortcut the > traversal so that it does not visit all of the child nodes and simply uses > a staticly sized bounding box that I set manually. Then it will draw > everything in the scene graph if the main node is not culled out? > > Thank you! > > Cheers, > Steven > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=63225#63225 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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