Hi there!
I have some performance issue when trying to draw objects whose geometry contains millions of vertices. I want to try everything to improve it (LOD, exclude back faces for closed surfaces, use strips and fans, vertex buffer objects, etc.), but I wonder if OSG already uses occlusion queries (provided by OpenGL) during rendering traversal, applied to the bounding boxes of the geodes/drawables, to quickly exclude the complete drawing of that part. Or at least, if there is a way to enable it. I'm using OSG 2.8.0. For my models that would help me a lot, since each geometry has millions of vertices, but occlusion queries for bounding boxes would involve only 8 vertices at a time. Thanks in advance, Gianluca
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