Re: [osg-users] Performing parent/child occlusion culling

2008-12-01 Thread Jean-Sébastien Guay
Hello Dusten, I understand how this can be accomplished if a user is given a lot of control over the scene graph during map/level creation, but what I'm aiming for is the ability to load in a .3ds model (or otherwise) for level geometry and let the user place various prefabs such as crates,

Re: [osg-users] Performing parent/child occlusion culling

2008-12-01 Thread Dusten Sobotta
This has been an incredibly helpful response. Thanks a ton :) On Mon, Dec 1, 2008 at 8:12 AM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: Hello Dusten, I understand how this can be accomplished if a user is given a lot of control over the scene graph during map/level creation, but what

[osg-users] Performing parent/child occlusion culling

2008-11-28 Thread Dusten Sobotta
Hello, How might I enable parent/child culling, such that the world geometry of a primary (parent) object determines which small objects (children) are culled out of the scene? For example, there may be hundereds or thousands of small objects in my scene, that wouldn't occlude much of anything.

Re: [osg-users] Performing parent/child occlusion culling

2008-11-28 Thread Jean-Sébastien Guay
Hello Dusten, From what I understand about OSG's implementation of occlusion culling however, this can't be accomplished with a single, large model used for the static world geometry--as the camera is always within the bounding box. OSG's culling is hierarchical, so if you organize your

Re: [osg-users] Performing parent/child occlusion culling

2008-11-28 Thread Dusten Sobotta
Hello, I understand how this can be accomplished if a user is given a lot of control over the scene graph during map/level creation, but what I'm aiming for is the ability to load in a .3ds model (or otherwise) for level geometry and let the user place various prefabs such as crates, trees, cars,