Dynamic scene culling

The culling technique can be described easily: don't draw things you can't see. We can achieve this goal in two main ways: by reducing polygon faces that do not need to be detailed, and ignoring objects that are invisible in the current viewport.

The former is usually implemented by level-of-detail (LOD) algorithms, which in OSG is done by the osg::LOD class. The latter, which is actually the definition of scene culling, will aim to find objects in the scene graph that don't need to be rendered at all. There are several kinds of culling techniques assigned in OSG:

  • Back face culling: This is implemented by the osg::CullFace class, which encapsulates OpenGL's glCullFace() function. It removes all polygons facing away from the ...

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