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. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org