Hi Zach,
On 12/12/06, Zach Deedler <[EMAIL PROTECTED]> wrote:
Well I want the sun glare to be potentially occluded by everything in our
scene. So if a small sign post occludes the sun, I want it to affect it.
In a driving simulation the one frame delay will not be noticeable
guaranteed. At least when talking about scaling a lens flare.
It sounds to me like you guys think occlusion querying the whole database
for the sun would be taxing? Maybe I should go back to querying the depth
buffer then?
The actual depth query probably won't be very expensive down on the
GPU, its waiting for the results to get to you on the CPU which is a
potentially block, its the flush of the fifo and round trip to the GPU
which is performance bottleneck.
Getting the results after swap buffers then altering your affect for
the new frame is the way to hide the latency and avoid blocking, but
this has the hit of being one frame out of date.
Robert
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