Hi Vit,

I would think carefully about trying the occlusion querry route as a way of improving peformance as there is a latency involved in getting the results back from any occlusion querry, this latency can be enough to kill any performance gain in reducing the final draw traversal load.

What types of scenes are you working with?

Robert.

On 9/7/06, Vit Kovalcik <[EMAIL PROTECTED] > wrote:
Hello,
I'm working on an application, which uses OSG for rendering. I would
like to implement a new rendering system, which would incorporate
occlusion culling using occlusion queries. I know how the system should
work, but I'm not sure how to do it in OSG (I'm not that experienced
user of OSG yet). I would like to know how right or wrong I am with
the following thinking:

First problem is that the OSG renderer is build upon an idea that
a frame should work like
{
   culling;
   rendering;
}

, however in my case it's more like
{
    while (!done} {
       cull;
       render_auxiliary_objects;
       if (!culled)
          render actual objects;
    }
}

so it looks like I will have to implement own
RenderBin::_drawCallback::drawImplementation, am I right?
Furthermore, I will need to add a spatial organization based on
axis-aligned BSP tree (or octree or something like that) and remove
state-sorting somehow (probably using some flag, this should be easy
I think).

I don't know how to do any of these yet, but right now I am most puzzled
about the spatial organization of objects. And whats worse - each object
has some culling information stored from the previous frames and that
information is camera dependent.
So, thinking of a best solution, it is probably difficult to implement
it as a some kind of a plg-in module, which can be added to any
application and activated with a sigle Init() function.

Sorry for such a long post. I would be grateful for any pointer anyone
could give me. (Especially if anyone made something similar :) )

Thanks,
Vit
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