Hi all,

I am facing a problem when trying to use the occlusion query node while 
implementing Z splitting for rendering large scenes.

I know osg has z splitting but I had to implement by my self since I have a 
separated frustum and projection system (projection matrices are placed within 
osg camera).

I am currently trying this:

1) I made a "pausable" occlusion query node that can be "paused" and its 
current "passed" state reamains unchanged.

2) I render the whole scene using a very large frustum (represeting the sum of 
all partitions, i.e the original large frustum).

3) I pause all OQN by using a visitor.

4) Render the scene using the partitions and the "pre-set" occlusion state that 
was paused while rendering the partitions.

It is not working not even for a single object.. it blinks non-stop...

Does anyone has any suggestion? 

Does Openscenegraph currently supports Z-Splitting along with OQNodes?

Thanks!

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53962#53962





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