Hi Robert,

I solved my problem by flipping the scene upside-down for the
prerendering. It has some limitations so I keep your suggestion in
mind.

Thanks,
Brede


On 6/12/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Brede,

You effects like this I tend to have a custom Node that manages a set
of internal Camera that it updates then traverses.  The
osgShadow::ShadowMap and osgSim::OverlayNode are examples of this.
Using the approach allows you to manage multiple cameras and multiple
threading easily.

Robert.

On 6/11/07, Brede Johansen <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I'm looking for a way to update the view matrix of a scene camera
> based on the position of the main (matrix manipulator controlled)
> camera.  This is needed to render the scene from under the water
> surface to update a reflection texture for the water.
>
> I tried a camera cull callback but the model-view is pushed before the
> callback is used in CullVisitor::apply(Camera&).
>
> Regards,
> Brede
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>
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