2011/8/2 Mathias Fröhlich wrote:
> So I decoupled these two structures somehow. I have put bv-trees of geometry
> into the userdata field of the scenegraph. So for the high level operations
> like tile loading, the scenery paging is used to load and get rid of the bv-
> trees. The whole intersectable scenery should be there in this form.
> Using this, you could already speed up ground queries by using these bv-tree
> leafs for intersection test leaf traversal.

I've spent quite a while looking at the scenery code to see where the
bv-trees are being
generated and saved to the SGSceneUserData, but so far the only place
I've found that
calls the BoundingVolumeBuildVisitor is the groundcache and ModelRegistry.

Furthermore, calling getBVHNode() on the SGSceneUserData associated with a tile
nevery returns anything.

Am I just missing something completely here, or is there coding
required to generate the
BVH trees for the scenery tiles themselves (presumably based on the
groundcache code?)

-Stuart

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