On Nov 30, 2007 4:44 PM, Paul Martz <[EMAIL PROTECTED]> wrote: > Glad it works on the ATI. When we tried an earlier release of osgOQ at our > Alabama OSG training course a couple months back, we got _very_ mixed > results on the various attendees' laptops. Seems like occlusion query > support is somewhat spotty. > > > Works for me too flawlessly :) > > > > ATI X700M 128Mb, AMD Sempron 3000+, 1GB RAM, resolution = > > 1280x800 Compiled with MinGW under WinXP SP2 > > > > occluded = 115 fps > > > > not occluded = 660 fps > > I think you inverted those resluts? When the orange sphere is occluded by > the box, the frame rate should be higher... >
...that would have been an interesting optimization! Yes of course I inverted the results, probably I was too excited about seeing occlusion culling working on my tiny laptop for the first time! :) so to review: occluded = 660 not occluded = 115 Just a (bunch of) question: how this nodekit works? do you give a defined set of occluders to test the node to be occluded against? or you try to delay the rendering of the potentially occluded node as much as possible and test for occlusion against what has been already rendered? or are you using other (possibly mixed) strategies? That sounds to me quite an interesting problematic to solve, isn't it? Cheers, Michele _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

