Hi, all:

I am also facing the same problem. I have tried the strategy to devide the
data into cells. But the performance is not appealing due to detaching and
re-attaching BranchGroups while navigating through the scene.
I have read quad-tree algorithm but I don't know how it can be applied.
What is ROAM?
Could some one please give some hints on dealing with such issues?

Thanks in advance!
Lan


At 03:32 PM 1/11/2002 -0700, you wrote:
>Hi all,
>
>     I'm starting to poke about with landscapes again.  I've mastered
> rendering a 32x32 heightmap.  Last night, I figured out how to put in
> water, but I've still got to make a test program to see if I've got it
> right.  And I'm looking forward to eventually getting a model walking
> across a scene.
>
>     I've a couple of FUDs (Fear, Uncertainty, Doubt) about a few things,
> tho.  I'm not sure how I can use a quad-tree or oct-tree to do culling
> within a scene graph.  I can understand it in immedate mode.  It seems to
> me that the Shape that I'd create would have to be removed and rebuilt
> with each movement of the camera.  Even just panning from left to right
> would cause it.  Doesn't that create a lot of overhead?  Or am I just not
> grasping it?
>
>     One way I though of handling a large landscape was this:  I would
> break my landscape data up into cells.  I would only load a few cells at
> a time, the cells the camera is in and the adjacent ones.  Something like
> this (gotta love ascii art!):
>
>[ ][ ][ ][ ][ ]
>[ ][X][X][X][ ]
>[ ][X][*][X][ ]
>[ ][X][X][X][ ]
>[ ][ ][ ][ ][ ]
>
>[*] = the cell the camera is in
>[X] = adjacent cell
>[ ] = unloaded cell
>
>     I was thinking that I could use some sort of LOD routine, perhaps
> ROAM, to handle the loaded cells.  But that brings me back to the
> question of manipulating the Shape I've loaded into the scene graph.
>

Lan Wu-Cavener
Research Associate and Programmer
Dept. of Landscape Architecture

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