Thanks,
Agreed, I may have to implement something using CPU, like tests using
occluder's shadow volume or something like that..
Anyway thanks again.
[]s Pablo
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Hi Pablo,
I can't think of way of having occluder set up in different depth range to
the objects it's being occluded with jump through hoops with shaders that
would unify the depth used in the test to the same range. This is really
down to handle though, you are so off the map of what is normally
Yes Robert,
but the main problem is that many times an occlusor will be in a different
partition than the occluded object. And thats the main problem I think..
Objects in different distant partitions will be culled out by the current
partition
I canĀ“t think of anything.. I thought about ma
Hi Pablo,
You are the first person to report trying to combine z portioning and
occlusion query, so while it might be possible you might be the first to
try :-)
The only way I can think of it working would be to doing the occlusion
query work per partition, as the occlusion query has to be in the
Hi all,
I am facing a problem when trying to use the occlusion query node while
implementing Z splitting for rendering large scenes.
I know osg has z splitting but I had to implement by my self since I have a
separated frustum and projection system (projection matrices are placed within
osg ca
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