Hi All, I am sorry for the post, I found out the problem... our rendering system splits de Z for rendering distant objects nicely. Z splitting is done by rendering most distant partitions first... well, it is exactly the oposite needed for occlusion query... its absolute incompatible. I know osg has z splitting support but we cant use it because we generate our own matrices using other closed subsystem... So we grab our projection and view matrices and set into osg system (cameras) one split at time...
Anyway, I will have to come up with something intelligent such as rendering one time using single geometries and a giant frustum (no split) and saving the OQNode state for the split phase... The thing is each time we render a Z partition we call frame() in order to render.. but that increments framecount and OQnode uses frame counting.. so OQN may occlude some objects in 1 partition an not in other partition... If we could just render N splits as 1 frame, it may help (controlling when to start/end frame)... Not sure.. Thanks ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53949#53949 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

