HI Valerian, The osg::OccluderNode is not appropriate for what you are trying to achieve, it only works when you have convex planar occluder geometries that you can use to do the culling. It's useful for town or building scenes where walls can form large occluders relative to screen space. A terrain height field doesn't exhibit any proporties that fit with being a convex planar occluder so it not useful in your case.
Using OpenGL occlusion query feature via the osg::OcclusionQueryNode is more likely be to be helpful as it can handle a straight meshes rather than contrained geometric primitives like osg::OccluderNode. Have a look at the osgocclusionquery example to see how to set it up. As a general point, do you really need to cull things behind the terrain? If you are getting a solid 60Hz you don't need to complicate your scene graph with techniques like occlusion query. Robert. On 24 June 2016 at 13:39, Valerian Merkling <niarkolep...@gmail.com> wrote: > I might show some pieces but there is a lot of code and i'm not allowed to > share it :( > > Right now I need to understand how occlusion culling is supposed to be used > with HeightField (is it is possible). I made a few tests in my code but I did > not keep them as nothing was working. > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=67787#67787 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org