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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49428#49428 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

