Hmm, I assumed the far, near, and side culling flags culled the geometry,
not clipped it?
----- Original Message -----
From: "John Kelso" <[EMAIL PROTECTED]>
To: "osg users" <[email protected]>
Sent: Thursday, June 28, 2007 10:23 AM
Subject: RE: [osg-users] Culling and performance scaling
Hi,
Some of our applications use clipping planes to reveal details of the
model. Since this entails OSG sending geometry to the graphics card, only
to then have it tossed, I'm interested in a culling plane that I can use
to minimize the amount of geometry that gets sent and then clipped.
I couldn't find a culling plane in OSG, and the occluder node isn't really
meant for this, so at this point I'll be writing my own. But if someone
else has beaten me to it, I'd love to see the code and/or get a pointer to
it.
Thanks,
-John
On Wed, 27 Jun 2007, Paul Martz wrote:
Certainly if you use OSG as a geometry storage database, then rendering
time
goes up as complexity goes up.
If you have intimate knowledge of your database, OSG's occluder nodes can
be
used to cull hidden geometry. osgUtil has a spatial optimizer that can
help
you take maximum advantage of view and occluder culling.
I'm currently working on adding support for OpenGL's hardware-based
occlusion query feature, which will add another culling option to the
menu.
What other kinds of culling are you looking for?
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466
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