I have a simulation that uses an arbitrarily rich terrain database that is viewed from a static eyepoint. The user interacts with models that move around wrt the terrain. Since the eyepoint is fixed for the duration of a scenario, I would like to optimize the rendering of the terrain by taking advantage of that fact.
In particular: A) Culling the terrain once and retaining the cull results for all subsequent frames B) After the first render, run all the geometry again with an occlusion test and throw away all geometry that is, in fact, occluded. However, I am not at all clear on how I would do either of these things. Can someone offer me a clue? Thanks, --daniel _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
