HI Daniel, The RenderStage/RenderBin heirachy contains all the drawable levels that pass the culling tests and are dispatched to the GPU so traversing these data structures is what will get you want you want. You'd then need to filter out the bits you don't feel are relevant. Have a look how the osg::Stats/osgUtil::Statistics objects are propulated by RenderStage/RenderBin and used by the src/osgViewer/StatsHandler.cpp.
Robert, On 2 May 2014 14:58, Daniel Schmid <daniel.sch...@swiss-simtec.ch> wrote: > Hi there > > I have a huge scene and would like to know what geometry is contained in view > frustum. Doing via a ComputeBoundsVisitor is not an option, there's way to > much to traverse. > > I was wondering of doing it by examining renderstage/renderleafs but there > are too much objects contained. I want to exclude objects like overlays, > skybox etc, but renderleafs only reference to drawables, so it's hard to > filter it out. > > Does anybody have an idea of how to examine renderleafs and calculate frustum > BBx correctly? > > Thank you! > > Cheers, > Daniel > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=59245#59245 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org