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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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