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Hi Wojtek,<br>
<br>
it looks interesting. I do not have a shadowed scene but I will try
it, thanks.<br>
<br>
Regards,<br>
Renzo <br>
<br>
<div class="moz-cite-prefix">On 15-Oct-20 2:54 PM, OpenSceneGraph
Users wrote:<br>
</div>
<blockquote type="cite" cite="mid:mailman.21392.1602766504.3541.osg-users-openscenegraph.org@lists.openscenegraph.org">
<div dir="ltr">
<div dir="ltr">Hi Renzo,
<div><br>
</div>
<div>You may look at osgShadow\MinimalCullBoundsShadowMap.cpp.
It scans RenderBins and compute bounds of culled drawables
to optimize shadow map resolution. </div>
<div><br>
</div>
<div>Cheers,</div>
<div>Wojtek Lewandowski</div>
</div>
</div>
<br>
<div class="gmail_quote">
<div dir="ltr" class="gmail_attr">czw., 15 paź 2020 o
12:40 OpenSceneGraph Users <<a href="mailto:osg-users@lists.openscenegraph.org" moz-do-not-send="true">osg-users@lists.openscenegraph.org</a>>
napisał(a):<br>
</div>
<blockquote class="gmail_quote" style="margin:0px 0px 0px
0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
<div> <br>
Hi Werner,<br>
<br>
I do not know if I have found the code that you are
suggesting. I see that CullVisitor could help to find the
near and far plane, however with Z I meant the world
vertical axis, not the axis of the view frustum.<br>
<br>
Regards,<br>
Renzo<br>
<br>
<div>On 15-Oct-20 11:25 AM, OpenSceneGraph Users wrote:<br>
</div>
<blockquote type="cite">
<p dir="ltr">Hi Renzo,<br>
Maybe a node visitor with z-near and z-far as parameter
is a possible approach.<br>
Werner</p>
<br>
<br>
<div class="gmail_quote">On 15. Oktober 2020 09:46:57
MESZ, OpenSceneGraph Users <a href="mailto:osg-users@lists.openscenegraph.org" target="_blank" moz-do-not-send="true"><osg-users@lists.openscenegraph.org></a>
wrote:
<blockquote class="gmail_quote" style="margin:0pt 0pt
0pt 0.8ex;border-left:1px solid
rgb(204,204,204);padding-left:1ex"> <br>
Hi Robert,<br>
<br>
<div>On 14-Oct-20 3:56 PM, OpenSceneGraph Users wrote:<br>
</div>
<blockquote type="cite">
<div dir="ltr">
<div dir="ltr">Hi Renzo,<br>
</div>
<br>
<div class="gmail_quote">
<div dir="ltr" class="gmail_attr">On Wed, 14 Oct
2020 at 12:00, OpenSceneGraph Users <<a href="mailto:osg-users@lists.openscenegraph.org" target="_blank" moz-do-not-send="true">osg-users@lists.openscenegraph.org</a>>
wrote:<br>
</div>
<blockquote class="gmail_quote" style="margin:0px 0px 0px
0.8ex;border-left:1px solid
rgb(204,204,204);padding-left:1ex">
<div><font size="-1">I am using
osg::Drawable::getBoundingBox() to
retrieve the bounding box around the whole
geometry. Is there a similar short way to
get the equivalent box for just the culled
geometry or do I need to write my own
procedure?</font></div>
</blockquote>
<div><br>
</div>
<div>Culling isn't related to the nodes
directly, but to a traversersal of the scene
graph that compares the bounding shere's of
internal nodes of the scene graph and the
bounding boxes of the drawable leaves.
Culling can happen at any point in the
hierarchy - it can cull right up at the top
node in the scene graph if the scene is
outside the view frustum.</div>
<div><br>
</div>
<div>Within the cull traversal there is no
tracking of culled or non culling bounding
boxes, a cull test is done and the bool result
used directly. There isn't a "bounding box"
or "bounding sphere" for culled or non culled
objects. All the cull traversal cares about
is building a list of drawables leaves that
pass the view frustum test, there is no
tracking of any objects that are culled - this
would be a crazy waste of CPU resources.<br>
</div>
<div><br>
</div>
<div>I have to ask, why do you want a bounding
box of culled objects - what is the high level
problem you are trying to solve? It may well
be that you are asking the wrong question
thinking about the task you have in the wrong
way.<br>
</div>
<div><br>
</div>
<div>Robert.<br>
</div>
</div>
</div>
</blockquote>
<br>
thanks for pointing out how cull traversal operates.<br>
<br>
Yes, it might be I am searching in the wrong
direction. I need to get the minimum and the maximum Z
coordinate of the geometry vertices in order to apply
a color range. This is quite easy to do for the whole
geometry but I would know if there is a way just for
the vertices inside the view frustum.<br>
<br>
Regards,<br>
Renzo<br>
<br>
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