<div style="line-height:1.7;color:#000000;font-size:14px;font-family:Arial"><div>Hi, </div><div> Occlusion query is a better idea, especially for rendering many billboards.</div><div><br></div><div> About the performance, here is a discussion, </div><div> <a href="http://gamedev.stackexchange.com/questions/118651/opengl-occlusion-culling-huge-performance-drop" _src="http://gamedev.stackexchange.com/questions/118651/opengl-occlusion-culling-huge-performance-drop">http://gamedev.stackexchange.com/questions/118651/opengl-occlusion-culling-huge-performance-drop</a></div><div> which points out that calling all the queries together and waiting for query results asynchronously should minimize the performance loss.</div><div> If you want to implement like that, you should pay more attention to depth test when some billboards overlap each other.</div><br><br><br><br><div style="position:relative;zoom:1">--<br><div><br></div><div><br></div><div>Cheers, </div><div>---</div><div>TianZJ</div><div style="clear:both"></div></div><div id="divNeteaseMailCard"></div><br><pre><br>At 2017-01-08 18:32:35, "Robert Osfield" <robert.osfield@gmail.com> wrote:
>Hi Hartwig,
>
>You can use the occlussion query extension to do the test but the
>round trip to the GPU and back be prohibitive for real-time
>performance. This is even before you start having to do a second pass
>to decide whether to render or not the signs.
>
>Do you really need to do this? It would be far more complicated and
>slower than just rendering the whole sign all the time.
>
>The only way it would be possible to implement this efficiently would
>be if you were able to use an OpenGL extension where you could
>conditionally render some geometry based on an occlusion query test
>all down on the GPU with non CPU intervention.
>
>However, I'm not sure such a GL extension exists, I think I've seen
>discussion about such an approach quite a while back but don't recall
>if it was just hypothetical or there was some practice implementation
>was possible.
>
>Robert.
>
>On 7 January 2017 at 18:39, Hartwig Wiesmann
><hartwig.wiesmann@skywind.eu> wrote:
>> Hi,
>>
>> I would like to show a complete billboard when a certain part of the billboard is visible. Although other parts may be (partially) hidden by other items.
>>
>> Example: assume that the billboard is a sign consisting out of a foot, pole and the sign itself. Whenever the foot is visible (depth test passes for the whole foot) I would like to show the complete sign. Even if the depth test for the sign fails for certain parts of the sign (but not for the foot).
>>
>> Does anybody have any ideas how to set up such a test and following visualisation efficiently?
>>
>> Thank you!
>>
>> Cheers,
>> Hartwig
>>
>> ------------------
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=69920#69920
>>
>>
>>
>>
>>
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