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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35764#35764 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

