On Sun, Sep 5, 2010 at 7:01 AM, wrote:

> I've recently come across some interesting phenomenon with regard to the
> range animation.
>

Hi Thorsten,

One very generic comment about scene graphs is that typically, range
animations (and scene culling in general) works best if you arrange your
scene hierarchically.  So instead of having 100 leaf nodes and each one of
them requires a range test, arrange the objects in something like a quad
tree, so larger sub-trees (with all the spatially related leaf nodes) can
all be rejected together as a group.  Tiling sounds like a good first step
in that direction.  Usually you don't need to create a very deep quad-tree
to get near optimal results (and if you add too many more intermediate
nodes, there will be some overhead in traversing all those extra scene
elements.)  Are you placing your range animation node above each tile or
above each object in each tile?  I suspect that some careful scene graph
organization could yield better results than nasal ... but the same general
principle applies either way ... avoiding wasted work is a key element of
graphics optimization.

Regards,

Curt.
-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org -
http://www.flightgear.org/blogs/category/curt/<http://www.flightgear.org/blogs/category/personal/curt/>
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