Can I see the source code for this?

--- "Yazel, David J." <[EMAIL PROTECTED]> wrote:
> When I said 6.6 million triangles it means that a
> terrain formed on our
> heightmap with no reduction would be 6.6 million
> triangles.  Each of our
> heightmaps is 1280 x 1280.
>
> We do not use a behavior to wake up and load a file.
>  We have a thread that
> monitors your movement with respect to the currently
> loaded quadtree.  When
> we need to make a change, it usually involves either
> splitting a larger quad
> into 4 or more smaller quads or combining back up
> the tree.  So basically we
> recursively drop down through the tree and combine
> or split until we have
> fulfilled all the bounding policies.  This then
> creates a list of nodes.  We
> check this list against the "current" list.  We
> build a scenegraph
> transaction.  Into this transaction we place
> commands to detach all terrain
> patches we don't need, and to add all new patches.
> When we go to build the
> UpdateAddBranchGroup() transaction, we query the
> node for the branch group
> which we need to be loading.  This in turn loads the
> patch from our terrain
> paging system, builds the shapes, etc and puts them
> in a branchgroup.  So
> when we are done buildign the transaction we could
> have as little as 5 nodes
> (1 detatch and 4 addChild(), or 1 addChild() and 4
> detach) up to as many as
> 40 changes.  The larger sets of changes generally
> only happen when you make
> large jumps in space, since generally as you walk
> through the world it is
> constantly adjusting the quad tree to maintain the
> policies for the terrain.
>
>
> All our scenegraph changes are done as transactions,
> which is just nothing
> more than a container holding a series of commands
> to be performed on the
> scenegraph.  We place transactions on a queue which
> is read on a single
> behavior and processed.  The basic idea is that all
> changes which must be
> done together to maintain the integrity of the
> scene.  We throttle back the
> queue processing speed if the frame rate starts to
> drop.  Because loading of
> the patches are done in another thread, and because
> we yield the thread
> after loading each patch, there is not a large
> impact to the frame rate
> while building the transaction.
>
>
> Dave Yazel
>
> -----Original Message-----
> From: Lan Wu-Cavener [mailto:[EMAIL PROTECTED]]
> Sent: Wednesday, February 06, 2002 4:40 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] ROAM and GPU Usage (off-topic)
>
>
> David:
>
> I am surprised to see your handling 6.6 million
> triangles. I can only have
> about 20,000 Shape3Ds in my scene and yet the
> performance is not good. I
> think that I probably should go for the preprocess
> approach. I know I am
> not dealing with terrain issue, but your approach
> gives me some new idea. I
> suppose that you have a behavior waken up every
> frame to check the viewer
> location and load file when it is necessary.
>
>   It builds a render list of nodes which
> >*should* exist to fulfill the policies. This is
> passed to a controller that
> >compares it to the list of existing nodes. It then
> builds a transaction
> >representing a series of attaches and detaches of
> the scene graph, and
> >requests the nodes to return their Shape3D's, the
> old branchgroups are
> >detached and get garbage collected, and the unused
> children are then culled
> >from the tree.
>
> This part is done through J3D , isn't it? detach a
> big branchGroup takes a
> long time. How did you do to make it "not bad".
>
> Thank you for help me in switch node too!
>
> Lan Wu-Cavener
> Research Associate and Programmer
> Dept. of Landscape Architecture
>
>
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