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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