On 11 Aug 2012, at 18:21, Tim Moore wrote:
This is what osg::PagedLOD does, though we often forget that the
paging of the higher LODs is triggered in the cull phase.
I can't recall what scene modifications are / are not permitted inside a
cull-callbacl, however.
You would want to let
On Mon, Aug 13, 2012 at 7:40 PM, James Turner zakal...@mac.com wrote:
On 11 Aug 2012, at 18:21, Tim Moore wrote:
This is what osg::PagedLOD does, though we often forget that the
paging of the higher LODs is triggered in the cull phase.
I can't recall what scene modifications
hi,
tim recently noticed the database pager was repeatedly loading and unloading
the same objects. he also tracked down the problem to missing bounding sphere
information in osgDB::PagedLOD. this is a simplicistic approach to fix this:
SGPagedLOD will now remember whatever value it sees
further for the LOD's. In the meantime I have in fgviewer a
PagedLOD whole world database tree running. This is similar to osg's marble
dataset but carefully designed around our tile structure. Using this I think
we can really replace a lot of our fine structured scenery tiles with something
small to be efficient.
That is a big problem, but we also have CPU bottlenecks upstream too.
James and I were talking about this some time ago.
I would go even further for the LOD's. In the meantime I have in fgviewer a
PagedLOD whole world database tree running. This is similar to osg's marble
interference?
Not yet, but that's a known bug that I would dearly like to fix. I'm hoping that
the refactoring required to implement the PagedLOD will provide access
to the data required. At present the static objects (e.g. manually placed
buildings) are only ingested after the geometry and random objects
On Sun, 2011-04-10 at 12:24 +0200, Arnt Karlsen wrote:
[snip]
error: undefined reference to
'osg::PagedLOD::removeExpiredChildren(double, int,
[snip]
Hi Arnt,
From your compile log, note the entry -
*..we use system's OSG-2.9.11-1. ;o) ***
and from your 'dpkg' display that is what you
On Sun, Apr 10, 2011 at 12:24 PM, Arnt Karlsen a...@c2i.net wrote:
Hi,
..simgear(?) link error output, compile log link below:
in function vtable for
simgear::SGPagedLOD:SGPagedLOD.cxx(.rodata._ZTVN7simgear10SGPagedLODE+0x110):
error: undefined reference to
'osg::PagedLOD
On Wednesday, September 18, 2013 19:05:22 Stuart Buchanan wrote:
I did take a look at the PagedLOD approach - Matthias' code made a great
template to work from.
-Stuart
Stuart, this is totally unrelated, but what would be the price to pay to have
collision with generated buildings
On Friday, September 20, 2013 13:04:32 Stuart Buchanan wrote:
If I implement a PagedLOD approach, it might reduce the memory
footprint sufficiently that we could switch back to the OSG
primitives.
I think one of the problems is that most of our objects have no concept of
different LOD's
On 18 Sep 2013, at 17:05, Stuart Buchanan stuar...@gmail.com wrote:
I did take a look at the PagedLOD approach - Matthias' code made a great
template to work from.
Yes, that is exactly the model I would follow, and I am sure Mathias can be
asked for additional hints on the best way
is simpler
- more flexibility in adding complicated buildings such as signage,
extensions.
If I implement a PagedLOD approach, it might reduce the memory
footprint sufficiently that we could switch back to the OSG
primitives.
That would be my hope too, BTW. Ideally we'd set a total memory
of the current code (in
tilemgr, tilecache, tileentry, scenerypager, ...) in favor of (possibly
subclassed) PagedLOD nodes for tiles. my last patch has made that a lot
easier anyway.
my copy of fg is running fine with these modifications; some things remain to
be done. (sorry, i can't provide
, but it would be a good
project. We would have to start using a different OSG class,
CompositeViewer, to support multiple views from independent view points. Our
terrain pager would need a complete overhaul to use the PagedLOD scheme of
OSG, and the Flightgear view manager would need to be aware multiple
::SGPagedLOD:SGPagedLOD.cxx(.rodata._ZTVN7simgear10SGPagedLODE+0x110):
error: undefined reference to
'osg::PagedLOD::removeExpiredChildren(double, int,
std::vectorosg::ref_ptrosg::Node,
std::allocatorosg::ref_ptrosg::Node )'
This usually happens if you have multiple versions of OSG installed
to solve this
problem? the following is the problem that we think to cause
1.In addition to the pre-compiled function, are there other features of OSG
to avoid loading all the need textures of a frame during the process of
rendering the frame ?
2、How to pre-load PagedLod sub-blocks using pre
it) in the cull-callback? I.e set an
appropriate bounding volume for the LOD node, and only build the geometry
when the node actually passes culling. And obviously after some number of
frames of being culled, unload the geometry again.
This is what osg::PagedLOD does, though we often forget
a memory cost and loading time hit.
I did take a look at the PagedLOD approach - Matthias' code made a great
template to work from.
One thing I wasn't clear on is whether this would move generation of the
trees/objects/buildings from a scenery loading thread into some other
thread. I'm
here for the memory benefits but that's related to my radio code. PagedLOD is
the way to go, case closed :)
Cheers,
Adrian
--
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for it automatically, but I have almost no knowledge about 3D objects.
Might be worth checking it out.
While a good LoD system helps with graphics load, it doesn't help with overall
memory load (unless it's a PagedLOD), which was the problem with the buildings.
We have fairly good LoD solutions
:29 (mfranz)
/var/cvs/SimGear-0.3/source/simgear/scene/model/SGPagedLOD.cxx
Till BUSCH:
tim recently noticed the database pager was repeatedly loading and unloading
the same objects. he also tracked down the problem to missing bounding sphere
information in osgDB::PagedLOD. this is a simplicistic
the PagedLoD
next.
-Stuart
In 2.12.0 the algorithm for the placement of random buildings is a
rather scattergun approach. materials.xml sets a building density
(amongst other building attributes) which is used to generate a number
of random points on each triangle that makes up the scenery
/libsgmodel.a(SGPagedLOD.o):
in function vtable for
simgear::SGPagedLOD:SGPagedLOD.cxx(.rodata._ZTVN7simgear10SGPagedLODE+0x110):
error: undefined reference to
'osg::PagedLOD::removeExpiredChildren(double, int,
std::vectorosg::ref_ptrosg::Node,
std::allocatorosg::ref_ptrosg::Node )'
/usr/bin/ld: /home/arnt/FG
multiple times.
- the code is simpler
- more flexibility in adding complicated buildings such as signage, extensions.
If I implement a PagedLOD approach, it might reduce the memory
footprint sufficiently that we could switch back to the OSG
primitives.
Now, all I need to do is find the time to code
Modified files:
simgear/route/routetest.cxx on date: 2009/06/08 23:30:54 author: jmt as
revision 1.6
simgear/route/waytest.cxx on date: 2009/06/08 23:30:54 author: jmt as
revision 1.5
Log:
Also handle PagedLOD nodes frame count in the update visitor
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