Hi, Some of our applications use clipping planes to reveal details of the model. Since this entails OSG sending geometry to the graphics card, only to then have it tossed, I'm interested in a culling plane that I can use to minimize the amount of geometry that gets sent and then clipped.
I couldn't find a culling plane in OSG, and the occluder node isn't really meant for this, so at this point I'll be writing my own. But if someone else has beaten me to it, I'd love to see the code and/or get a pointer to it. Thanks, -John On Wed, 27 Jun 2007, Paul Martz wrote: > Certainly if you use OSG as a geometry storage database, then rendering time > goes up as complexity goes up. > > If you have intimate knowledge of your database, OSG's occluder nodes can be > used to cull hidden geometry. osgUtil has a spatial optimizer that can help > you take maximum advantage of view and occluder culling. > > I'm currently working on adding support for OpenGL's hardware-based > occlusion query feature, which will add another culling option to the menu. > > What other kinds of culling are you looking for? > > Paul Martz > Skew Matrix Software LLC > http://www.skew-matrix.com > 303 859 9466 _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
