From Ravi Mathur, "New functionality is the ability to automatically determine the

maximum traversal depth necessary to obtain an accurate estimate of
the minimum number of required cameras.  In addition, the user can
specify an absolute maximum traversal depth that will not be exceeded."
This commit is contained in:
Robert Osfield
2005-10-27 09:38:06 +00:00
parent 0906851eeb
commit 601ac461a2
4 changed files with 145 additions and 81 deletions

View File

@@ -37,11 +37,19 @@ class CURRENT_CLASS : public osg::Group
inline osg::CameraNode::RenderOrder getRenderOrder() const
{ return _renderOrder; }
/** Set/get the maximum depth that the scene will be traversed to.
Defaults to UINT_MAX. */
void setMaxTraversalDepth(unsigned int depth)
{ _distAccumulator->setMaxDepth(depth); }
inline unsigned int getMaxTraversalDepth() const
{ return _distAccumulator->getMaxDepth(); }
/** Override update and cull traversals */
virtual void traverse(osg::NodeVisitor &nv);
/** Catch child management functions so the CameraNodes can be informed
of new/removed children */
of added or removed children. */
virtual bool addChild(osg::Node *child);
virtual bool insertChild(unsigned int index, osg::Node *child);
virtual bool removeChild(osg::Node *child);