Am 24.06.2016 um 17:14 schrieb Valerian Merkling:
Hi Robert,
Thanks for your clarification about OccluderNode.
I already looked at the osgocclusionquery example. If I'm right, it just need
to add an OcclusionQueryNode to contain the node wich have to be occluded by
the rest of the scene graph. I wasn't able to make it works so I may need to
dig a bit.
To be honest, I don't know if I will use OcclusionCulling at all, but I want to
understand how it works and how it can be used. I don't want to be forced to,
in a few month, rebuild all my app because I'm unable to use occlusion culling
while really needing it.
I'm also need to support a part of SLD (see here
http://docs.geoserver.org/stable/en/user/styling/sld-cookbook/lines.html), the "Line
With Border" example.
I want to use PolygonOffset to force the drawing order of my lines, and
OcclusionCulling might be a good way to avoid depth buffer issues.
If you are trying to display outlines it might be more efficient to use
a shader, as your heightfield is most likely a regular grid, for which
you can calculate barycentric coordinates easily. See [0], I used this
myself by adding a Barycentric-Visitor which simply put, will add some
vertex-attributes to the geometry which you then can use to have
outlines. As the rendering is in the same primitive, there won't be any
depth-related issues.
Cheers
Sebastian
[0]
http://codeflow.org/entries/2012/aug/02/easy-wireframe-display-with-barycentric-coordinates/
Anyway, thanks again for your help. And if you have any tips about
OcclusionQueryNode I'll take it !
Cheers,
Valerian
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=67798#67798
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