Hi,

On Thursday, July 19, 2012 17:09:09 James Turner wrote:
> I have some plans in that direction post 2.8, especially to flatten the LOD
> quadtrees and transforms of the tiles. Each tile will get some top-level
> LOD groups for all objects (shared and static). I'm hoping in combination
> with the LOD-scale function in OSG, this will mean we can automatically
> drop random tress / building  and STG objects to keep frame-rate up. (as an
> optional mode of course!)

You mentioned flattening the transforms. As already discussed this is good to 
do. But some of them are critical to stay like the are or at least similar. 
The first one that positions objects with respect to the earth centered 
coordinate system for precision reasons.
Also these coordinate systems coudl for drawing reasons aligned in any 
direction. But as long as we do simulations using the same tree and geometry 
alignments that we do for draw this still interferes with the bounding volumes 
we have for ground intersections. And this axis aligned bounding box 
implementation gains a lot by having the boxes horizontally aligned. Todays 
transforms are done so that huger things are aligned with the horizont which 
serves this purpose.

Greetings

Mathias

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