Hi,

You can use opengl transform feedback with vertex and geometry shaders for that 
purpose to check visibility of vertex vs frustum in shaders and emit only 
visible vertices or their indexes or whatever you need to texture buffer 
object, but since osg dont support transform feedback and tbo natively, you 
will need to hardcode that in pure opengl in drawable drawCallback or some 
custom drawable drawImplementation.

I've some success with this approach, though it's tricky and you'd better try 
to get it another way.

Cheers,
Sergey

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