Hi Paul, On Fri, Sep 10, 2010 at 4:22 PM, Paul Martz <[email protected]> wrote: > With respect to depth partitioning, I've successfully implemented this with > a custom RenderStage. The CullVisitor does a single cull on the entire view > volume, but the custom RenderStage does multiple draw passes, varying the > projection matrix appropriately for each pass. This is not yet open source, > but I wanted to mention it so that you know it's possible.
Doesn't this result in some objects getting sent to OpenGL twice even though they will get clipped by the near/far planes? For performance and ease of high level management I would still strongly recommend the slave Camera approach. This approach will allow the view frustum to cull subgraphs efficiently so that only components that will continue to each partition will be dispatched to OpenGL. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

