Added a getCurrentRenderStage() and getCurrentCamera() convninience methods, and
converted the CullVisitor::apply(OcclusionQueryNode&) implementation to use the new getCurrentCamera method.
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@ -1461,7 +1461,8 @@ void CullVisitor::apply(osg::OcclusionQueryNode& node)
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if (node_state) pushStateSet(node_state);
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if (node_state) pushStateSet(node_state);
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osg::Camera* camera = getRenderStage()->getCamera();
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osg::Camera* camera = getCurrentCamera();
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// If previous query indicates visible, then traverse as usual.
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// If previous query indicates visible, then traverse as usual.
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if (node.getPassed( camera, getDistanceToEyePoint( node.getBound()._center, false ) ))
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if (node.getPassed( camera, getDistanceToEyePoint( node.getBound()._center, false ) ))
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handle_cull_callbacks_and_traverse(node);
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handle_cull_callbacks_and_traverse(node);
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