Hi Renzo, You may look at osgShadow\MinimalCullBoundsShadowMap.cpp. It scans RenderBins and compute bounds of culled drawables to optimize shadow map resolution.
Cheers, Wojtek Lewandowski czw., 15 paź 2020 o 12:40 OpenSceneGraph Users < osg-users@lists.openscenegraph.org> napisał(a): > > Hi Werner, > > I do not know if I have found the code that you are suggesting. I see that > CullVisitor could help to find the near and far plane, however with Z I > meant the world vertical axis, not the axis of the view frustum. > > Regards, > Renzo > > On 15-Oct-20 11:25 AM, OpenSceneGraph Users wrote: > > Hi Renzo, > Maybe a node visitor with z-near and z-far as parameter is a possible > approach. > Werner > > > On 15. Oktober 2020 09:46:57 MESZ, OpenSceneGraph Users > <osg-users@lists.openscenegraph.org> <osg-users@lists.openscenegraph.org> > wrote: >> >> >> Hi Robert, >> >> On 14-Oct-20 3:56 PM, OpenSceneGraph Users wrote: >> >> Hi Renzo, >> >> On Wed, 14 Oct 2020 at 12:00, OpenSceneGraph Users < >> osg-users@lists.openscenegraph.org> wrote: >> >>> I am using osg::Drawable::getBoundingBox() to retrieve the bounding box >>> around the whole geometry. Is there a similar short way to get the >>> equivalent box for just the culled geometry or do I need to write my own >>> procedure? >>> >> >> Culling isn't related to the nodes directly, but to a traversersal of the >> scene graph that compares the bounding shere's of internal nodes of the >> scene graph and the bounding boxes of the drawable leaves. Culling can >> happen at any point in the hierarchy - it can cull right up at the top node >> in the scene graph if the scene is outside the view frustum. >> >> Within the cull traversal there is no tracking of culled or non culling >> bounding boxes, a cull test is done and the bool result used directly. >> There isn't a "bounding box" or "bounding sphere" for culled or non culled >> objects. All the cull traversal cares about is building a list of >> drawables leaves that pass the view frustum test, there is no tracking of >> any objects that are culled - this would be a crazy waste of CPU resources. >> >> I have to ask, why do you want a bounding box of culled objects - what is >> the high level problem you are trying to solve? It may well be that you >> are asking the wrong question thinking about the task you have in the wrong >> way. >> >> Robert. >> >> >> thanks for pointing out how cull traversal operates. >> >> Yes, it might be I am searching in the wrong direction. I need to get the >> minimum and the maximum Z coordinate of the geometry vertices in order to >> apply a color range. This is quite easy to do for the whole geometry but I >> would know if there is a way just for the vertices inside the view frustum. >> >> Regards, >> Renzo >> >> ------------------------------ >> >> osg-users mailing >> listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > _______________________________________________ > osg-users mailing > listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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