Hi,
Antonio Bleile wrote:
Hi Thomas,
Besides the ColorMaskChunk you'll have to assure that your occluder gets
rendered to the depth buffer before the other objects.
yes indeed....
But no idea how to do this. There's the DepthFirstAction and
PriorityAction - sounds like the right direction but I have no clue how
they work actually ;)
The class doc doesn't help much, would appreciate a
link or an example on how the concept of DepthFirstAction/PriorityAction
is supposed to work.
I am still working ;-) on occlusion culling using the
NewAction/OSGPriorityAction.h/.cpp.
It selects occluder nodes automatically by front-to-back sorting of
nodes. But occluder nodes given by the application
would be worth a try ...
It uses render functors for the RenderAction in the system (that incurs
perhaps a small overhead but therefore works
with OpenSG 1.6 and without writing new render functors all over ... ).
Do you need it immediately? I would like to clean up some experiments,
then you could give it a try ...
It is tested on Windows currently.
Regards,
Christoph
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