Hi Robert, How is it possible to test directly against the view frustum ? manually ? or is there a method still implemented ? thanks.
Vincent. 2008/9/25 Robert Osfield <[EMAIL PROTECTED]> > Hi Vincent, > > The ways to track whether a drawable or node is in the view frustum are: > > 1) Attach a cull callback, if it get's called during the cull > traversal then it hasn't been culled (yet). > 2) Traverse the rendering back data structures (RenderStage etc) > after the cull traversal so see what drawables. > 3) Test the object in question directly against the view frustum. > > Robert. > > On Thu, Sep 25, 2008 at 4:15 PM, Vincent Bourdier > <[EMAIL PROTECTED]> wrote: > > Hi, > > > > I'm looking at a way to determine if a node is visible (in the frustum) > or > > not. > > > > I saw something about cullvisitor and isCulled() > > > > But, I do not understand how to implement that visitor. > > > > I saw a osg::Drawable::cullcallback ... > > Do I have to make my callbak ingerit from this class ? > > What operator do I have to define (operator()(node*, nodevisitor*) ) ? > > > > thanks a lot. > > > > Regards, > > Vincent. > > > > _______________________________________________ > > 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 >
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