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OpenSceneGraph 3.0: Beginner's Guide
When rendering a complex scene, it is very common that two or more objects are overlapped, from the perspective of the viewer. This could lead to an overdraw, which means that pixels at the same location will be written to the frame buffer several times, while the final image only shows the last one. This causes efficiency losses because of multiple drawing that is not necessary (so called overdrawing).
The Occlusion culling technique simply increases the rendering performance by not rendering geometries hidden by other objects that are closer to the camera. The objects that cover other renderables are called occluders, and the rest of the scene graph can be treated as occludees (but it's not necessary to use such an unfamiliar word).
The general occlusion culling algorithm performs a visibility test on every object in the scene (of course, they should pass the view-frustum culling method first). The algorithm checks whether an object is occluded by an occlusion representation...
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