Re: [osg-users] Compute near far and multiple cameras

2013-10-03 Thread Andy Peruggi
I finally got around to looking at this problem again, so I wanted to post some more details on my solution as guided by Fred and Farshid's conversation in the thread linked above. Farshid's cull callback attached to the pre-render camera is the correct solution, the key being that the

Re: [osg-users] Compute near far and multiple cameras

2013-06-03 Thread Fred Smith
Hi Sebastian and aperuggi, I too am tempted to revive this old thread. My observation regarding the Z near/far values for a PRE_RENDER camera is that they are always inherited from the master camera. Like you, I have the following scene graph: MainCamera | +--PreRenderCamera - RELATIVE_RF

Re: [osg-users] Compute near far and multiple cameras

2012-10-24 Thread Sebastian Messerschmidt
Hello Andy, First of all, thank you for responding, I wasn't even sure the mail got through ;-) Hey Sebastian, I've been looking at this off-and-on for a while now, though I have no clean solution. From my investigation it looks like the osg::CullVisitor tweaks the _computed_znear and

Re: [osg-users] Compute near far and multiple cameras

2012-10-23 Thread Andy Peruggi
Hey Sebastian, I've been looking at this off-and-on for a while now, though I have no clean solution. From my investigation it looks like the osg::CullVisitor tweaks the _computed_znear and _computed_zfar values to their needed settings during the handlle_cull_callbacks_and_traversal() call in

Re: [osg-users] Compute near far and multiple cameras

2012-10-15 Thread Sebastian Messerschmidt
Hi, I want to revive this relatively old thread. Can someone help me with the problem? I wasn't able to solve it. Setting the projection matrix of the PreRender2-pass in a cull callback doesn't help really. The problem behind this, is simply the fact, that the PreRender2-pass has a different

[osg-users] Compute near far and multiple cameras

2012-04-05 Thread Sebastian Messerschmidt
Hi folks, In my deferred setup I have multiple cameras rendering different subgraphs of the scene. Setup is more or less like this: MainCamera | PreRender1 - RELATIVE_RF(Gbuffer) | PreRender2- RELATIVE_RF(Transparent objects) | PreRender3 - ABSOLUTE_RF (SSAO) |