Re: [osg-users] Occluding techniques

2007-11-27 Thread Robert Osfield
Hi Johan, It would be worth stepping back a bit and explaining from a high level what you are trying to do in terms of doing occlusion testing, as there are many ways to do occlusion testing, one can't really answer what would be the best technique without knowing more about the problem you are

Re: [osg-users] Occluding techniques

2007-11-27 Thread Johan Johnsson
I use below code to see if the vertex is occluded or not by objects infront of it. This is apart of the lighting check to see if the lightalgoritm needs to be runned on the pixel. case GLREADPIXELS: { osg::Vec3 win; // Space For Returned Projected

Re: [osg-users] Occluding techniques

2007-11-27 Thread Johan Johnsson
Is there any article about this or do OpenGL support this render to texture feature maybe? On Tue, 27 Nov 2007 14:05:02 +0100, Robert Osfield [EMAIL PROTECTED] wrote: Hi Johan, Doing a per vertex operation on the CPU that requires a round trip to the graphics hardware is doomed to being

Re: [osg-users] Occluding techniques

2007-11-27 Thread Robert Osfield
On Nov 27, 2007 1:48 PM, Johan Johnsson [EMAIL PROTECTED] wrote: Is there any article about this or do OpenGL support this render to texture feature maybe? Go search the web on the topic of deferred lighting/shading. Its a algorithm that uses RTT rather than being an inbuilt feature of it so

Re: [osg-users] Occluding techniques

2007-11-27 Thread Paul Martz
I use below code to see if the vertex is occluded or not by objects infront of it. This is apart of the lighting check to see if the lightalgoritm needs to be runned on the pixel. I assume you are already confident that your lighting algorithm is sufficiently complex to merit this type of