Hello,

I need an advice regarding the culling setup.
In my application I use a vertex shader to transform 3d geometry from the 
flat-world scene graph to the related position on a sphere (globe).

Having a normal camera, which hovers over the transformed spheric world breaks 
the culling stage, cause the frustum culling is applied to the untransformed 
(flat) world in the scene graph compared to the rendered spheric world with 
transformed geometry.

So how to setup the culling for such a scenario?
* Can I setup two different cameras, one for culling and one for drawing (how)?
* And how to deal with the culling on boundaries in the flat world which shall 
met in the spheric world -- they usually do not fit into a single frustum?


Cheers,
Alexej

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http://forum.openscenegraph.org/viewtopic.php?p=49428#49428





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