Robert Osfield wrote:
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?
Correct. This solution is therefore well-suited to apps that are cull limited.
In my experience, this is the majority of OSG apps that I work with.
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.
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
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