Hi belhil, Sounds like you don't have a balanced tree, do you have a small number of large groups? What you are after is an octree. See the osgUtil::Optimizer for its spatialize groups options.
Also try enabling the near and far planes during the cull traversal for the near and far cameras. You can do this using camera->setCullingMode(osg:CullSettings::VIEW_FRUSTUM_CULLING); Robert. On 5/22/07, belthil <[EMAIL PROTECTED]> wrote:
Well, the culling pass takes until around 12ms. But i don't think my octree is well balanced, i will have to check. I didn't realise there were 2 frustrums with the depthPartition. How can i know how many drawables the two frustrum have? Is it possible to tell how many drawables to have in one of the frustrums? Belthil Créez votre adresse électronique [EMAIL PROTECTED] 1 Go d'espace de stockage, anti-spam et anti-virus intégrés. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
_______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
