Fixed bug in osg::Node::isCullingActive().
Rnabled the automatic selection of the animation path if one is specified on the commandline in sgv.
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@@ -153,7 +153,7 @@ class SG_EXPORT Node : public Object
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/** Return true if this node can be culled by view frustum, occlusion or small feature culling during the cull traversal.
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* note, return true only if no children have culling disabled, and the local _cullingActive flag is true.*/
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inline bool isCullingActive() const { return _numChildrenWithCullingDisabled==0 && _cullingActive && _bsphere.valid(); }
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inline bool isCullingActive() const { return _numChildrenWithCullingDisabled==0 && _cullingActive && getBound().valid(); }
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/** Get the number of Children of this node which are or have OccluderNode's.*/
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inline unsigned int getNumChildrenWithOccluderNodes() const { return _numChildrenWithOccluderNodes; }
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@@ -150,12 +150,12 @@ int main( int argc, char **argv )
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osgGA::AnimationPathManipulator *apm = new osgGA::AnimationPathManipulator(pathfile);
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if( apm->valid() )
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{
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viewer.registerCameraManipulator(apm);
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//viewer.registerCameraManipulator(apm);
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// selecting the animation path manipulator up front seems to disable view frustum
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// in a heavy duty way that I'm do understand yet, so I'm commenting out for the
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// time being. Simply pressing '4' will get you the animation path working correctly.
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//unsigned int no = viewer.registerCameraManipulator(apm);
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//viewer.selectCameraManipulator(no);
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unsigned int no = viewer.registerCameraManipulator(apm);
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viewer.selectCameraManipulator(no);
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}
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else
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delete apm;
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