I see. That means I need to manually keep updating my near/far plane. Is there no other way? - Can I manually trigger a culling traversal? - I know the delta in z in which I am moving my camera. Can I calculate the new near and far planes the traversal will assign after the traversal? Example: newFarValue = oldFarValue + deltaZ - Is the near/far plane update code centralized in some public function that I can somehow use? If not, could you please tell me where this code is so that I can reproduce it?
> On 15 Sep 2016, at 17:09, Robert Osfield <[email protected]> wrote: > > On 15 September 2016 at 16:57, Bruno Oliveira > <[email protected]> wrote: >> Hello, >> >> I just verified and it is indeed related to near and far planes. >> I am zooming my camera, and therefore, somewhere along the OSG update loops, >> the near and far planes will change but I don’t know what the new value is >> going to be. >> >> I need to reproduce that in my code, as in: >> >>>> camera->setViewMatrix(getInverseMatrix()); >>>> camera->setProjectionMatrixAsPerspective(...); >> >> >> Can I somehow trigger the near/far plane recalculation? > > You can't manually force a compute of the near/far planes, it happens > as part of the cull traversal as this is where the OSG can determine > what objects are in the view frustum and hence what values would be > appropriate to clamp the near and far planes so all objects are > visible. > > If you don't want this computation simple switch it off as per my > previous email. > > Robert. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

