Hello, How might I enable parent/child culling, such that the world geometry of a primary (parent) object determines which small objects (children) are culled out of the scene? For example, there may be hundereds or thousands of small objects in my scene, that wouldn't occlude much of anything. Only the world geometry with large, static walls should be used during the culling process to reduce computation time. From what I understand about OSG's implementation of occlusion culling however, this can't be accomplished with a single, large model used for the static world geometry--as the camera is always within the bounding box.
Might anyone have some recommendations? Thanks in advance, Dusten
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