Hi David, The update visitor doesn't know about the camera's eye point so can't make any decisions about what LOD child to visit - so it'll default to visitor the highest res version. If you app only has one eye point, and you must make the update traversal view dependent then you write a subclass from osgUtil::UpdateVisitor that manages transforms/eye point distance calculations.
Robert. On Tue, Sep 2, 2008 at 12:08 PM, David _ <[EMAIL PROTECTED]> wrote: > i´m afraid i answered the mail too fast > > after setting the ---->>>> > viewer.getUpdateVisitor()->setTraversalMode(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN); > > now the problem is that it´s always calling the update callback of the LOD´s > first child, none of the others, even when i know for sure that other LOD > child is being the active one cause i see the LOD changing in the rendered > scene. > > well, i´ve searched for an error in my code for more than an hour and i´ve > found nothing. i guess is my fault and i have a bug somewhere and i´ll keep > on searching but, just for being sure i have to ask. > > According to theory, only the LOD´s visible children update call back should > be called, isn´t it???? > > ________________________________ > From: [EMAIL PROTECTED] > To: [email protected] > Date: Tue, 2 Sep 2008 10:52:58 +0200 > Subject: Re: [osg-users] LOD nodes and traverse order > > ok, that solved the problem > > thanks > >> Date: Tue, 2 Sep 2008 09:38:34 +0100 >> From: [EMAIL PROTECTED] >> To: [email protected] >> Subject: Re: [osg-users] LOD nodes and traverse order >> >> HI David, >> >> The update visitor defaults to TRAVERSE_ALL_CHILDREN TraversalMode, >> but you can set this to just active children i.e. >> >> >> viewer.getUpdateVisitor()->setTraversalMode(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN); >> >> Robert >> >> On Tue, Sep 2, 2008 at 9:32 AM, David _ <[EMAIL PROTECTED]> >> wrote: >> > any ideas??? >> > >> > is every LOD children update callback supposed to be called every graph >> > update traversal, or just the active one??? >> > >> > ________________________________ >> > From: [EMAIL PROTECTED] >> > To: [email protected] >> > Date: Mon, 1 Sep 2008 15:49:05 +0200 >> > Subject: [osg-users] LOD nodes and traverse order >> > >> > Hi >> > >> > i´ve got some LOD nodes with 5 children each one. Those children are >> > group >> > nodes and each one have it´s own update callback >> > >> > my problem is that the update callback is called for every children in >> > every >> > frame. Is it supposed to be that way??? If it is not i´ll spend even >> > more >> > time searching for an error in my code. >> > >> > as far as i understand the LOD nodes, the update callbacks of it´s >> > children >> > are going to be called only for the active/s one, not for all of them >> > >> > i´m running osg 2.4 here over Vista >> > >> > thanks in advance >> > >> > >> > >> > ________________________________ >> > ¡Haz tu clic solidario y ayuda a África! ¡Puedes empezar ahora! >> > ________________________________ >> > Ahora llévate lo mejor de MSN y Windows Live, en tu móvil >> > _______________________________________________ >> > 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 > > ________________________________ > Juega a las preguntas de Live Quiz con tus contactos de Messenger ¡Empieza > ahora! > ________________________________ > La cartera, las gafas. ¿te falta algo? Ahora llévate Messenger en tu móvil > _______________________________________________ > 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

