There is object-based bounding sphere culling before objects are sent to be
drawn by the OpenGL pipeline. This isn't something you can normally
disable,it's part of building OSG's Render List, which is which is the list
of objects and primitives actually sent to OpenGL

When the objects are drawn, OpenGL usually performs primitive level face
culling based on the vertex winding order. You can turn off OpenGL's
culling if needed.


Can you elaborate on why you need these answers, perhaps we can be more
helpful.

On Mon, Dec 24, 2018 at 7:06 AM A Z <powerus...@live.com.au> wrote:

> To who it may concern,
>
> Merry Christmas and a Happy New Year.
>
> I have the following two questions about the OSG library.
>
> In the context of two 3D objects in a lit 3D universe,
> with one camera pointing to view those two objects,
>
> -Is there default backface culling elimination that goes on
> by default before objects are sent to screen, in OSG?
>
> -Are there any default occluding calculations that
> go on with multiple relative 3D objects in an OSG 3D Universe
> before things are sent to screen?  Is this calculating, at default,
> entirely ignored, or *partly* ignored?
>
> Happy New Year!
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


-- 
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