Hi Robert, thanks for the explanation. I always confuse culling (not visible because it is out of the view frustum?) with occluding (not visible due to object being in front of it?).
Best regards, Himar. 2009/7/2 Robert Osfield <[email protected]> > Hi Himar, > > On Thu, Jul 2, 2009 at 6:08 PM, Himar Carmona<[email protected]> > wrote: > > Disabling culling may help? If your bottleneck is culling, perhaps the > GPU > > would eat them all without problems. Of course you will render a lot of > > geometry you will not see, but you will avoid a lot of CPU computation. > Fast > > and dirty test. If you are not happy, then you can take the other > approachs. > > Disabling culling will do nothing as the OSG already only does cull > tests when subgraphs are partially culled - if the subgraph is > entirely within the view frustum the view frustum test if switched > off. > > The majority of the cull traversal time in Mikhail's case will simple > by traversing a big scene graph and they creating a big rendering > graph to rendering it. > > Robert. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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