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
>
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