Re: [osg-users] Changing eye position in cull traversal

2011-08-12 Thread Robert Osfield
Hi Manu, As JP suggests, the way to manage this situation is to use an Camera LOD scale that compenstates from your extreme FOV usage. If you have control of the paged database generation you could use screeen space based LOD ranges rather than distances, but most tools like VPB and osgEarth

Re: [osg-users] Changing eye position in cull traversal

2011-08-11 Thread J.P. Delport
Hi, you could also try setting the LODscale: view-getCamera()-setLODScale(scale); I'm doing this when creating an ortho camera for osgEarth scenes and placing the camera far from the earth. jp On 10/08/2011 16:14, Emmanuel Roche wrote: Thanks for those inputs Sergey, but actually I tried

[osg-users] Changing eye position in cull traversal

2011-08-10 Thread Emmanuel Roche
Hi everyone, I've have a specific question for which I could use some help/advises: - I'm quite up-to-date with OSG 3.0.0 and osgEarth current git version - I'm build an app where I use the osgEarth library to display the earth model. - When I setup a camera on that model, I use a camera with a

Re: [osg-users] Changing eye position in cull traversal

2011-08-10 Thread Sergey Polischuk
Hi, osg::LOD have option to use object's size on screen (in pixels?) instead of distance to camera to determine which lod to use, you can try these setting. Cheers,Sergey.10.08.2011, 16:03, "Emmanuel Roche" roche.emman...@gmail.com:Hi everyone,I've have a specific question for which I could use

Re: [osg-users] Changing eye position in cull traversal

2011-08-10 Thread Emmanuel Roche
Thanks for those inputs Sergey, but actually I tried to follow the way described in another OSG post: to create a custom CullVisitor and override the getDistanceFromViewPoint() method: And this seems to work great !! Just in case someone would need some hints on this: 1. To override the