Hi Oliver,

On 18/01/11 20:23 , Oliver Neumann wrote:
> I need the information on vertix level, not bounding volumn level. How does 
> the Render
> Engine know which vertices to draw. Is it all done in GPU using the Z Buffer
> (overwriting what is nearer)?

OSG does not check each vertex for visibility, that would be way too expensive.
Instead it's checking the Drawable against the view frustum for potential 
visibility.
OpenGL then does finer-grained checking of the vertices against the view 
frustum,
discarding vertices outside.  Finally the Z-buffer determines if the pixels are 
occluded
or not.  But there's no way to easily get to the information which vertices 
actually get
drawn.

> OcclusionQueryNode but I cannot find any occlusion information in it. How do 
> I get the
> visibility information stuff here?

You don't, at least not on a per-vertex level.  If I remember correctly OC 
could tell you
how many pixels are visible, but not which ones.  If you really need that 
information you
have to check each pixel individually yourself.  This can be made a lot faster 
by properly
balancing the scenegraph, ie rather than putting all points into one Drawable 
you'd
oct-tree them so that they can be more easily discarded based on the 
bsphere/bbox of the
drawable.

Again, what do you want to achieve?  There might be easier ways to do that.

/ulrich
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