void CullVisitor::apply(osg::OcclusionQueryNode& node) { if (isCulled(node)) return; // push the culling mode. pushCurrentMask(); // push the node's state. StateSet* node_state = node.getStateSet(); if (node_state) pushStateSet(node_state); osg::Camera* camera = getCurrentCamera(); // If previous query indicates visible, then traverse as usual. if (node.getPassed( camera, *this )) handle_cull_callbacks_and_traverse(node); // Traverse the query subtree if OcclusionQueryNode needs to issue another query. node.traverseQuery( camera, *this ); // Traverse the debug bounding geometry, if enabled. node.traverseDebug( *this ); // pop the node's state off the render graph stack. if (node_state) popStateSet(); // pop the culling mode. popCurrentMask(); }
void ScreenMVCullVisitor::apply(osg::OcclusionQueryNode& node) { bool status = _cullingStatus; bool firstStatus = _firstCullStatus; if(isCulled(node)) { _firstCullStatus = firstStatus; _cullingStatus = status; return; } // push the culling mode. pushCurrentMask(); // push the node's state. StateSet* node_state = node.getStateSet(); if(node_state) pushStateSet(node_state); osg::Camera* camera = getCurrentCamera(); // If previous query indicates visible, then traverse as usual. #if (OPENSCENEGRAPH_MAJOR_VERSION == 2) && (OPENSCENEGRAPH_MINOR_VERSION == 9) && (OPENSCENEGRAPH_PATCH_VERSION <= 7) if (node.getPassed( camera, getDistanceToEyePoint( node.getBound()._center, false ) )) #else if(node.getPassed(camera,*this)) #endif handle_cull_callbacks_and_traverse(node); // Traverse the query subtree if OcclusionQueryNode needs to issue another query. node.traverseQuery(camera,*this); // Traverse the debug bounding geometry, if enabled. node.traverseDebug(*this); // pop the node's state off the render graph stack. if(node_state) popStateSet(); // pop the culling mode. popCurrentMask(); _firstCullStatus = firstStatus; _cullingStatus = status; }