Hi Adrian, ok, I agree.
You said you built a kD-Tree on top of cow.osg. What exactly are you doing with the vertex/triangle arrays then? How much overhead in terms of memory does this produce? Would this really scale for large scenes? regards, Joachim Adrian Egli wrote: > Hi Joachim, > > i agree completely with the your point of view. but one important thing is, > and only this part i am working on > is the fact that we haven't an accelerated line intersection test > implemented for triangle represented topology. $ > if we make use of the drive manipulator, we can drop in ver bad frame rates, > and this isn't only a question of the rendering pipeline, > if we have to check against collisions and so on, and if we use the line > intersection test based on vertex array, > which is the same as the rendering vertex are, then for a hudge amount of > triangles we get really poor fps. > and if we can speed up this intersection, may we will be able to boost many > osg based applications, and this > would be really interesting for many others in the community. > > /adegli > -- Joachim E. Vollrath University of Stuttgart Institute for Visualization and Interactive Systems (VIS) web: http://www.vis.uni-stuttgart.de/~vollrajm/ mail: [EMAIL PROTECTED] phone: 49.711.7816.403 fax: 49.711.7816.340 german postal address: Dipl. Inf. Joachim E. Vollrath Universitaet Stuttgart, Institutsverbund Informatik Institut fuer Visualisierung und Interaktive Systeme Universitaetstrasse 38 70569 Stuttgart GERMANY _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

