Hi J-S,

Thanks for the putting up the notes, this is really useful - certainly
far more concise and usable than the actual OGL spec!

Just now, while doing a tidy up in the garden I was pondering on the
new AMD fusion chip, and whether one could create a multi-board system
that contains these fusion chips rather than traditional GPU so you
could get good scalability in cull and draw, and very low latency and
bandwidth loads... anyway while pondering about moving more high level
scene graph culling ops onto the graphics card it occurred to me that
perhaps conditional rendering extension/GL3.0 could provide us with
some basic hierarchical culling.

Previously I had always considered the conditional renderer to get be
one query then one geometry + associated state render, but... perhaps
if nesting of conditional render test is possible then you could set
things up so that you have a whole series of conditional renderer
tests, so that you have a hierarchical bounding volume tests, with a
quad tree decomposition down to the final geometry leaves.

Might this be possible?  I guess it's all down to the nesting of the
conditional renderer tests...

Thoughts?
Robert.
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