[osg-users] Culling and instanced drawing

Julien Valentin julienvalentin51 at gmail.com
Fri Jul 13 12:27:30 PDT 2018


Indeed...

wernerM wrote:
> B.T.W. Is there any way of doing the culling in Tesselation- or
> Geometry-Shader?
> In this case I need to know if the vertices are visible or not.
> 
> Am 13.07.2018 um 18:51 schrieb Robert Osfield:
> 
> > 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.
> > 
> > Robert.
> > On Fri, 13 Jul 2018 at 17:44, Werner Modenbach
> > <> 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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> > > 
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> > > 
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> 
> 
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