Occlusion culling (for geometry) is done in Renderer::drawModels( ...params ...) (as well as drawLightGeometry and drawParticles) you'll see an occSet param, if it equals 0 than there's no occlusion culling. That param gets tossed around, I think it appears first in drawGeometry.
Off the top of my head, you'd have to probably modify the scene node base class to include an "occludable" variable and tack on an "if" around the occlusion section -OR- take control of the rendering process in your extension while sorting what goes needs occlusion and what doesn't. Someone else may have better answers though...
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