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.
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