Re: [osg-users] OcclusionQueryNode and Depth Splitting

2013-05-09 Thread Pablo Carneiro Elias
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53982#53982 __

Re: [osg-users] OcclusionQueryNode and Depth Splitting

2013-05-09 Thread Robert Osfield
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

Re: [osg-users] OcclusionQueryNode and Depth Splitting

2013-05-09 Thread Pablo Carneiro Elias
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

Re: [osg-users] OcclusionQueryNode and Depth Splitting

2013-05-09 Thread Robert Osfield
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

[osg-users] OcclusionQueryNode and Depth Splitting

2013-05-08 Thread Pablo Carneiro Elias
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