On Mon, Sep 3, 2012 at 11:58 PM, Stuart Buchanan wrote:
I've (finally) managed to get a prototype running using an instantiation
of a shared geometry rather than a huge single object per tile.
So far the results are promising. My standard test is at KSFO with the
c172p, waiting until the
On Thu, Aug 9, 2012 at 10:46 AM, Stuart Buchanan wrote:
For performance reasons, all the buildings within a tile are a single
object. The memory capacity could be addressed by changing the
implementation to something closer to the trees, where a (relatively)
small number of buildings are
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 are / are not
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 the
On Fri, Aug 10, 2012 at 12:50 PM, James Turner zakal...@mac.com wrote:
On 9 Aug 2012, at 21:49, Stuart Buchanan wrote:
Do we have any ideas addressing these issues?
Random thought, hopefully someone with more OSG knowledge can confirm or deny:
Can we create the geometry (and unload it) in
On 9 Aug 2012, at 21:49, Stuart Buchanan wrote:
Do we have any ideas addressing these issues?
Random thought, hopefully someone with more OSG knowledge can confirm or deny:
Can we create the geometry (and unload it) in the cull-callback? I.e set an
appropriate bounding volume for the LOD
Of late, I have increasingly been running into some segfaults which seem to
have to do with peak memory usage (I don't think memory leaks are a major issue
for what I've been seeing, since some segfauls happened quite early on, and
especially when I try pushing my limits of graphical goodies).
On Thu, Aug 9, 2012 at 10:06 AM, Renk Thorsten wrote:
Both options, random buildings and a realistic view range, are in my view
extremely cool as long as you know what you are doing with them, and I don't
really want to abandon either. But I suspect their combination (combined with
other
On Thu, Aug 9, 2012 at 10:46 AM, Stuart Buchanan wrote:
On Thu, Aug 9, 2012 at 10:06 AM, Renk Thorsten wrote:
Both options, random buildings and a realistic view range, are in my view
extremely cool as long as you know what you are doing with them, and I don't
really want to abandon either.
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