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
>
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to