It could be either extreme: any pixel seen, or whole object has to be seen. But just being in view frustum is not enough (could be wholy or partially occluded by other objects). Thanks,
Oliver

Robert Osfield wrote:
Hi Oliver,

How exactly would you define being "look at"?  Any part of the model
in the view frustum, any pixel on the objects seem?

Robert.

On 6/21/07, Oliver Schoenborn <[EMAIL PROTECTED]> wrote:
I would like to change the color of a geode in one scene view (call it
B) based on how "often" a geode is visible in another scene view (call
it A). I.e., the longer the geode is being "looked at" in A, the
brighter its corresponding geode gets in B, up to some saturation value.
If I only had a small number of such geodes I could use IntersectVisitor
but I have a large number of them (about 1 million), so I'm looking for
better ways.

I suppose a fragment shader might work, if two conditions are met:

   1. Textures (as 2D arrays) can be written to by one shader, and read
      from by another
   2. A shader only gets called for a fragment if fragment is visible --
      not occluded by anything else.

Any easier way? Any comments on above greatly appreciated.
Oliver

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--
Oliver
skype: schoenborno

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