Test of culling

A place for users of OGRE to discuss ideas and experiences of utilitising OGRE in their games / demos / applications.
Post Reply
kubatp
Gnome
Posts: 353
Joined: Tue Jan 06, 2009 1:12 pm
x 7

Test of culling

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

Hello,
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
0 x

User avatar
dark_sylinc
OGRE Team Member
OGRE Team Member
Posts: 4034
Joined: Sat Jul 21, 2007 4:55 pm
Location: Buenos Aires, Argentina
x 214
Contact:

Re: Test of culling

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

Hi!

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.

Cheers
Matias
0 x

Post Reply