Thanks.  Is there a primmer on osg::KdTree anywhere?

sean

On Fri, Oct 31, 2008 at 9:37 AM, Robert Osfield <[EMAIL PROTECTED]>wrote:

> Hi Sean,
>
> On Fri, Oct 31, 2008 at 2:16 PM, Sean Spicer <[EMAIL PROTECTED]>
> wrote:
> > Looking at the osgforest shader-path, one challenge that I see is that if
> > one needs to be able to "pick" the geometry, then the SG doesn't know
> about
> > where it is in space to run an interesector.  Any thoughts on a strategy
> to
> > overcome this?  I was thinking about "hidden" geometry, but the
> intersector
> > wouldn't see it.
>
> The "where on earth is it paradox with vertex shaders"..
>
> Probably the easiest way to solve would be to manually create an
> osg::KdTree for where the geometry would be if it had been transformed
> and then attach this KdTree to the Drawable where the vertex shader is
> playing games.  This would speed intersections as well as solve the
> "where on earth is it".
>
> Robert.
> _______________________________________________
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>



-- 
Sean Spicer
Executive Vice President & Chief Technology Officer
Aqumin (www.aqumin.com)
Office....+1.281.466.4848
Mobile...+1.713.447.2706
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