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

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http://forum.openscenegraph.org/viewtopic.php?p=53949#53949





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