Hi Robert, Oh yeah ,traversal masks should be perfect solusion. Though ,I still want to know more about NodeVisitor::getNodePath(), >_< will it contains every node traversed before this "node"? Does it has some relation with the traverse order? Thanks a lot , WangMiao ----- Original Message ----- From: "Robert Osfield" <[EMAIL PROTECTED]> To: <osg-users@lists.openscenegraph.org> Sent: Wednesday, August 29, 2007 5:27 PM Subject: Re: [osg-users] Problem with CulCallBack And Muti Cameras
> Hi Wangmiao, > > Would node masks be appropriate. One can assign different traversal > masks to each camera and have the various masks switch off/off > accordingly. > > Another route you could possible go is to get the > NodeVisitor::getNodePath(), in this node path should be the Camera. > > Robert. > > On 8/29/07, wangmiao <[EMAIL PROTECTED]> wrote: >> Hi Robert, >> Thank you for your attention again and again :)It's really >> appreciated.Let's say,I 'm after this: >> I have some object(like walls) may occlude some other objects,in this >> situation ,I want to >> "cull" those walls. But the problem is I have muli cameras ,if I cull it ,it >> disappeared in all cameras. >> (some camera are for RTT purpose,so it shouldn't be culled all the time ). >> Now I realized maybe >> I missused the cullcallbacks in some way.Do you have any suggestions? >> Thanks WangMiao >> >> ----- Original Message ----- >> From: "Robert Osfield" <[EMAIL PROTECTED]> >> To: <osg-users@lists.openscenegraph.org> >> Sent: Wednesday, August 29, 2007 12:08 AM >> Subject: Re: [osg-users] Problem with CulCallBack And Muti Cameras >> >> >> > HI Wangmio, >> > >> > I'm not really sure what you are after, could you explain at a higher >> > level what you are trying to achieve with cull callbacks. >> > >> > Robert. >> > >> > On 8/28/07, wangmiao <[EMAIL PROTECTED]> wrote: >> >> Hello every one: >> >> I meet's a problem when using CullCallback with muti cameras. I use >> >> cullcallback to custom the cull traversal . >> >> Is it possible to know which camera is currently been travrse in >> >> "cull(osg::NodeVisitor* nv, osg::Drawable* drawable, osg::State* s)const" >> >> implenment? >> >> With this infomation I can enable the cullcallback for main camera an >> >> disable it for others. >> >> Thank you for any sugestions . >> >> >> >> Wangmiao >> >> _______________________________________________ >> >> osg-users mailing list >> >> osg-users@lists.openscenegraph.org >> >> http://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 >> > >> > >> > >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://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 > > > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org