Test of culling

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Test of culling

Post by kubatp » Tue Aug 13, 2019 12:52 pm

Is there a way how to check/see what is being culled (partially out of curiousity and partially out of checking)?
I would imagine it like this - set camera and call a function, which stops updating the culled space, so I can rotate camera and see what is and what isnt rendered,
Any advices?
Thank you
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Re: Test of culling

Post by dark_sylinc » Thu Aug 15, 2019 5:54 pm


On Ogre 2.1+

1. Scene passes have cull_reuse_data / mReuseCullData to reuse the culling from a previous scene pass in a subsequent pass.

2. Culling data is stored in RenderQueue::mRenderQueues[ i].mQueuedRenderables until it gets cleared, if you want to manually access it (after you've already rendered a scene pass)

3. You can use cameraPostRenderScene listener, which allows you to modify the camera after culling has already happened but before rendering starts. I never attempted to do so, so I don't know if that would work as expected though.

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