[osg-users] LOD nodes and traverse order

David _ solid_davidian at hotmail.com
Tue Sep 2 05:04:27 PDT 2008


Hi, thanks for the answer

at the end it was not neccesary to write my own class

instead of using the updatecallback i´m using the cullcallback now and it works as i want to. So it was a little misunderstading on my side about how the updatecallback works

thanks again

> Date: Tue, 2 Sep 2008 12:43:39 +0100
> From: robert.osfield at gmail.com
> To: osg-users at lists.openscenegraph.org
> Subject: Re: [osg-users] LOD nodes and traverse order
> 
> Hi David,
> 
> The update visitor doesn't know about the camera's eye point so can't
> make any decisions about what LOD child to visit - so it'll default to
> visitor the highest res version.   If you app only has one eye point,
> and you must make the update traversal view dependent then you write a
> subclass from osgUtil::UpdateVisitor that manages transforms/eye point
> distance calculations.
> 
> Robert.
> 
> On Tue, Sep 2, 2008 at 12:08 PM, David _ <solid_davidian at hotmail.com> wrote:
> > i´m afraid i answered the mail too fast
> >
> > after setting the ---->>>>
> > viewer.getUpdateVisitor()->setTraversalMode(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
> >
> > now the problem is that it´s always calling the update callback of the LOD´s
> > first child, none of the others, even when i know for sure that other LOD
> > child is being the active one cause i see the LOD changing in the rendered
> > scene.
> >
> > well, i´ve searched for an error in my code for more than an hour and i´ve
> > found nothing. i guess is my fault and i have a bug somewhere and i´ll keep
> > on searching but, just for being sure i have to ask.
> >
> > According to theory, only the LOD´s visible children update call back should
> > be called, isn´t it????
> >
> > ________________________________
> > From: solid_davidian at hotmail.com
> > To: osg-users at lists.openscenegraph.org
> > Date: Tue, 2 Sep 2008 10:52:58 +0200
> > Subject: Re: [osg-users] LOD nodes and traverse order
> >
> > ok, that solved the problem
> >
> > thanks
> >
> >> Date: Tue, 2 Sep 2008 09:38:34 +0100
> >> From: robert.osfield at gmail.com
> >> To: osg-users at lists.openscenegraph.org
> >> Subject: Re: [osg-users] LOD nodes and traverse order
> >>
> >> HI David,
> >>
> >> The update visitor defaults to TRAVERSE_ALL_CHILDREN TraversalMode,
> >> but you can set this to just active children i.e.
> >>
> >>
> >> viewer.getUpdateVisitor()->setTraversalMode(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
> >>
> >> Robert
> >>
> >> On Tue, Sep 2, 2008 at 9:32 AM, David _ <solid_davidian at hotmail.com>
> >> wrote:
> >> > any ideas???
> >> >
> >> > is every LOD children update callback supposed to be called every graph
> >> > update traversal, or just the active one???
> >> >
> >> > ________________________________
> >> > From: solid_davidian at hotmail.com
> >> > To: osg-users at lists.openscenegraph.org
> >> > Date: Mon, 1 Sep 2008 15:49:05 +0200
> >> > Subject: [osg-users] LOD nodes and traverse order
> >> >
> >> > Hi
> >> >
> >> > i´ve got some LOD nodes with 5 children each one. Those children are
> >> > group
> >> > nodes and each one have it´s own update callback
> >> >
> >> > my problem is that the update callback is called for every children in
> >> > every
> >> > frame. Is it supposed to be that way??? If it is not i´ll spend even
> >> > more
> >> > time searching for an error in my code.
> >> >
> >> > as far as i understand the LOD nodes, the update callbacks of it´s
> >> > children
> >> > are going to be called only for the active/s one, not for all of them
> >> >
> >> > i´m running osg 2.4 here over Vista
> >> >
> >> > thanks in advance
> >> >
> >> >
> >> >
> >> > ________________________________
> >> > ¡Haz tu clic solidario y ayuda a África! ¡Puedes empezar ahora!
> >> > ________________________________
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> >> >
> >> >
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