   Trying to design occlusion culling for static geometry.
  Hey guys!I would like to take a shot at occlusion culling, now that i have my voxel octree with depth sorting, frustrum culling and fast regeneration.I've been reading the Hansong Zhang's dissertation on Effective Occlusion Culling for the Interactive Display of Arbitrary Models, and i thought i could simplify the technique for my voxel octree:I know the boundary of all my nodes, and have the distance to those at hand, so i can always render a perfect front to back order with no overlap guaranteed.So i thought about disabling depth test, and render every vbo twice, to an off-screen occlusion map b, after testing occlusion map a, then drawing to my backbuffer and copy map b onto a.The issue with testing against the occlusion map is, that i think i'd have to do it per vertex in a shader, or read back the texture before every draw call.Do you think this would be feasible? Drawing a high-detail (or maybe one lod level) onto an occlusion map while checking every vertex against another occlusion map texture?Or am i misunderstanding Zheng's paper?Thanks in advance. :-)   
  Or would it be clever to draw to the stencil buffer? I want to read from that somewhere above fragment level. Preferrably per vbo, or before the draw calls, but then i'd need it on the cpu...Also, i realize testing vertices against single texels would produce artifacts around edges of occluders, -i'd have to use a tree to approximately solve occlusion of the entire polygon.   ;  Humm. I guess this does belong in the graphics programming section...   