Re: [osg-users] How to scale the size of Geometry

2020-03-02 Thread OpenSceneGraph Users
You don't say what you are doing at the viewer level, but if you are using the OSG's standard CameraManiplators, including the default TrackballManipulator, the when the viewer initializes it'll compute the size of the scene it has to render and places the camera far away enough to ensure the

Re: [osg-users] Best practices for dealing with complex scene graph

2020-03-02 Thread OpenSceneGraph Users
I think if you could describe more of your problem domain, we might have better suggestions. Like, what do all of these geometries actually represent? I know you're trying to generalize the problem, but sometimes knowing the specifics of the problem allows us to make domain-specific suggestions.

Re: [osg-users] Best practices for dealing with complex scene graph

2020-03-02 Thread OpenSceneGraph Users
I think if you could describe more of your problem domain, we might have better suggestions. Like, what do all of these geometries actually represent? I know you're trying to generalize the problem, but sometimes knowing the specifics of the problem allows us to make domain-specific suggestions.

Re: [osg-users] Best practices for dealing with complex scene graph

2020-03-02 Thread OpenSceneGraph Users
I found a reasonably good generic solution to flatten any part of my scene graph. - Use a visitor pattern to collect all my osg::Geometry into a set of geometries starting at the osg::Group in question - do a clone of the geometries into a new set with (osg::CopyOp::DEEP_COPY_PRIMITIVES |