Hi Andreas,

On Thu, 2006-08-24 at 10:21 +0200, Andreas Zieringer wrote:
> 
> in the NVIDIA_-_OpenGL_upcoming_features.ppt they talk about conditional 
> rendering, submit a set of geometry to OpenGL that is only rendered if a 
> previous acclusion query passes. Looks like we don't have to change the 
> current simple OC implementation and get a nice speed improvement?

Yes and no. To get the real benefit of OC you need to check on inner
Nodes at higher hierarchy level, too. Having to traverse and submit the
whole tree is never going to be as efficient as possible, as the whole
geometry needs to be sent through the OpenGL API for the chip to decide
whether or not to render it. It's probably ok for D3D, where people have
gotten the 'Use as few batches as possible' drilled in their head for
years, but OpenGL's more fine-grained approach is not that suitable for
it.

So it might help, but it's not the goal.
        
        Dirk



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