Hi, I found an other solution using a vector to store the visible elements and clearing this list each render loop. I is the more simple solution I think.
thanks for your help. Regards, Vincent. 2008/9/26 Ulrich Hertlein <[EMAIL PROTECTED]> > Hi Vincent, > > Vincent Bourdier wrote: > >> Vincent Bourdier wrote: > >>> If if do a nodevisitior, I've the problem that the operator() takes a > >>> nodevisitor in parameter and so I can't obtain the cull state with > that. > >>> (method isCulled() not aviable from a node visitor) > >> The way I understood Robert, the fact that your operator() is called > means > >> the node in > >> question is *not* culled so you could simple set your _isCulled=true. > And > >> don't forget to call traverse(). > > > > Ok, this is a simple and good way to have the result, but not sufficient > : > > cull = true when operator() is called, but if the operator is not called, > > cull still = true and will never be false... > > Yes it will never be reset by the cull traversal so you have to do that > yourself e.g. just > before cull or maybe after you've read the cull state from your class. > > Cheers, > /ulrich > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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