[osg-users] Culling and instanced drawing

Robert Osfield robert.osfield at gmail.com
Fri Jul 13 09:51:59 PDT 2018

Hi Werner,

The best way to handle the vertex shader moving geometry to new
locations is to use a custom osg::DrawableComputeBoundingBoxCallback
that you assign the the drawable that you are using for instancing.
You'll want to return a BoundingBox that encompasses all the positions
that the transformed geometries can occupy.

On Fri, 13 Jul 2018 at 17:44, Werner Modenbach
<Werner.Modenbach at texion.eu> wrote:
> Hi all,
> maybe someone has some inspiration for me.
> I have a scene graph where the same object (plenty of vertices) is drawn
> in many instances.
> Each instance gets an offset matrix to move the object to some place.
> If I do the rendering without instances the culling removes those
> objects from the draw list that are not visible.
> Is there any way to implement such culling also with instances?
> I think I need to remove the invisible matrices from the list and reduce
> the number of instances somehow.
> Any idea where to do it?
> Thanks
> - Werner -
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