Re: pfLightSources and custom culling

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Bryan Housel (bryan++at++DRAWCOMP.COM)
Wed, 03 Nov 1999 10:57:28 -0500


> The question is how can my callbacks *not* cull the pfLightSources in
> this seperate "lights only" traversal? So far I've not found a way my
> callback can tell which traversal it's being called from except maybe
> ugly things like checking the frame count etc. For now I'm just placing
> my pfLightSources higher up the scene graph but they then are positioned
> in the world coordinate frame and not the local room coordinate frame -
> also not ideal.

Since pfLightSource is derived from pfNode, can you explicitly set the
bounding regions so that the light doesn't get culled unless you are
outside its range?..

I am not sure if this would work, but we encounted a similar problem
using Optimizer, and that was how we solved it..

Bryan

-- 
DRaW Computing Associates, Inc.    http://www.drawcomp.com
OpenWorlds VRML C++ toolkit        http://www.openworlds.com

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