El Jueves 28 Junio 2007, Paul Kahler escribió:
> Or more simply, what does OSG do to skip rendering objects obstructed by
> other objects?

Detouring a bit the topic from culling occluded objects to frustum-culling 
objects:

Is there any common procedure (with OSG) to split large objects in smaller 
pieces in order to increase the performance of the frustum culling? I'm not 
thinking here about terrain objects, but any kind of object as buildings, 
parts of machinery... that can be "broken" into pieces so I can later make an 
octree scene from them.

I don't think it is a hard task to do myself, but I prefer to ask first to see 
if it is already done :)

Alberto
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