Just to chime in, wouldn't rendering the base tile be "easier" for the 
GPU, and then static objects, and then dynamic objects?

Saikrishna Arcot

On Fri 22 Feb 2013 03:06:37 AM CST, James Turner wrote:
>
> On 22 Feb 2013, at 07:06, Mathias Fröhlich <mathias.froehl...@gmx.net> wrote:
>
>> Well, that's on the way.
>> Please do not steer any lod ranges except may be the lod bias by any 
>> property.
>> That's again cross connecting code areas that do not need to be connected and
>> that then suffer from updates into the scene graph that are unneeded.
>> The osg LOD system is simple but effective if used in a sensible way.
>
> Yep, agreed - all I was saying is that our current model / scene hierarchy 
> doesn't always use the OSG LOD system the best way, and that taking advantage 
> of the LOD-bias feature would be very good. And hopefully quite a small, 
> centralised change!
>
> (To pick one example, I'd like to put *every* object on a tile into a 
> top-level LOD group, so that beyond a certain range we only render the base 
> BTG, and no static/shared objects at all - although I did see some commits in 
> this area from you back in the autumn, maybe this is already done now?)
>
>>
>> The spt loader used in fgviewer also has lod hierarchies built in. You can
>> already load - may be I need to push this series to the latest version - 
>> lower
>> level of detail huger tiles if you put them into the right directories. 
>> That's
>> in preparation and has no upstream support form the scenery yet.
>
> That sounds excellent, hopefully the work to generate lower-detail tiles is 
> also progressing.
>
> Regards,
> James
>
>
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