Thanks for the explanation Paul. I hadn't had to look at the auto near/far feature for so long I didn't make the connection. It looks like this old app I'm using has it disabled as you'd expect. -- Terry Welsh mogumbo 'at' gmail.com www.reallyslick.com
> > Message: 8 > Date: Thu, 23 Jun 2011 15:30:21 -0600 > From: Paul Martz <[email protected]> > To: OpenSceneGraph Users <[email protected]> > Subject: Re: [osg-users] FAR_PLANE_CULLING > Message-ID: <[email protected]> > Content-Type: text/plain; charset=ISO-8859-1; format=flowed > > On 6/23/2011 3:14 PM, Terry Welsh wrote: >> Haven't looked at this in a while, but I was just performance tuning >> an old app and got a significant boost by adding in >> CullSettings::FAR_PLANE_CULLING. Why isn't this included as part of >> DEFAULT_CULLING? I don't have any hard data, but I suspect the >> performance penalty for culling with the far plane when you shouldn't >> isn't near as bad as ignoring the far plane when you should use it. >> (I suspect NEAR_PLANE_CULLING is not as useful for most apps.) > > Hi Terry -- Do you have auto-compute near/far turned on? If so, there > shouldn't > be anything behind the far plane. In that case, it doesn't make sense for the > CullVisitor to check every single Drawable's bounding box against a plane that > it can't possibly be clipped by. For this reason, culling against the far > plane > is off by default. > > If you disable auto-compute near/far, and you expect part of your scene to be > behind the far plane, then you should enable far plane culling. I'd expect to > see a performance boost in such a case. > > Hope that helps, > -Paul > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

