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! ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53962#53962 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

