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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