<div dir="ltr">On 30 March 2016 at 08:14, Andrey Perper <span dir="ltr"><<a href="mailto:TheAndreyp@gmail.com" target="_blank">TheAndreyp@gmail.com</a>></span> wrote:<br><div class="gmail_extra"><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><span class="">>I guess he wants to have the updateCallback called for "culled" geodes, or some way to check if the node was culled.<br>
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</span>Yes!! that is correct!<br></blockquote><div><br></div><div>The OSG by default calls update callbacks on all nodes that have an update callback, so works fine for culled and non culled nodes/drawables/statesets.<br><br></div><div>If you want to just do updates on objects that aren't culled and in the view frustum then you'll be best using a cull callback, but would need to take care if your application is multi-threaded as multiple threads could end up reading/writing to the shared data structures.<br></div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
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> I know too little about the specifics of your application.<br>
</span>The Application has earth + missile tracks on earth.<br>
I just add these tracks to scene and my viewer must stay at point before adding. Camera rotating is performed around earth center<br></blockquote><div><br></div><div>There is the osgGA::NodeTrackerManipulator, see the osgsimulation example - it tracks an oversized cessna model as it tracks around the eath.<br><br></div><div>I suspect this camera manipualator isn't exactly what you'll need so will need to consider writing your own camera manipulator to simple computing the view matrix in the main loop and applying this to the viewer's master Camera's view matrix each frame. If you do the later then there isn't any need for camera manipulator.<br></div></div></div></div>