2006/12/12, Robert Osfield <[EMAIL PROTECTED]>:
Hi Ivan, On 12/12/06, Ivan Bolčina <[EMAIL PROTECTED]> wrote: > Hi Robert, > The problem is, I want to render it every time. I dont want to activate > cull traversal. Just draw the lines using the current setting of parent > node. You can't do rendering in the OSG without doing a cull traversal, every frame you have to do a least a cull and draw traversal. If want to add custom rendering to the scene graph then you still need to integrate with the cull and draw traversal, if you don't want to integrate with the scene graph then keep you OpenGL completely out of the scene graph and call it explictly from your app. Keep in mind the management of OpenGL state though.
I understand, so if I use cull traversal callback, and set it to false, it will draw it everytime?...
I dont want to calculate bounding box, since I just want to draw the lines. > However, if i calcultate bounding box, it affects the way lines are drawn. > (bigger box => smaller lines????) The bounding box of drawable only effects whether an objects is culled or not, its has nothing to do with OpenGL state. The only way I can image that it'll effect in the way you describe above is that the camera manipulator is automatically moving itself back to view a bigger scene.
I am afraid it has something to do with delta3d...They have something like moveearthwithcamera effect... I am using only basic stuff :-) I think you need to spend some time understanding the basics of the
scene graph before doing advanced things like adding custom rendering.
I am trying to.... but lack of docs is killing me.... BTW, If i have 600 geoms all with same stateset, what is the penality for that... is it much slower than have hierarhy and only root has state? I want to redned a few to a few hundred star-wars lasers.... i ment to do this with a single drawable Robert. _______________________________________________
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