Culling

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From: Dimitris Christopoulos (christop++at++fhw.gr)
Date: 01/18/2000 08:16:32


Hi,
although this question has been answered before here a this list I have
problems making it work.
My problem is that I am doing some dynamic geometry (changing vertices
in a geoset at runtime)
for a geometry node, and I would like to disable culling for this node
only to avoid to recompute
it bounding box dynamicaly.
My scene graph is fairly simple on top is a scene node and attached to
that node are 4 geometry nodes (one of them is the node which is
dynamicaly updated) and some lighsources.

The solutions given here so far were

1) To use a preCull callback func on ALL the nodes you want to be NOT
culled

    pfNodeTravFuncs( node, PFTRAV_CULL, PreCullCb, NULL );

    int PreCullCb(pfTraverser *trav, void *data)
    {

          pfCullResult( PFIS_MAYBE | PFIS_TRUE | PFIS_ALL_IN );

     return PFTRAV_CONT;
     }

2) To instruct Performer to always accept a node (as visible) by
calling:

    pfNodeTravMask(node, PFTRAV_CULL, 0, PFTRAV_DESCEND, PF_SET);

Neither solution has worked for me, and I do not know why. I have
managed to disable culling
for all the scene by applying either of these two techniques to the top
scene node, but I would
like to disable culling only on one node and not on the others which
cary expensive static geometry.

Thanks in advance
Dimi


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