Never used it, so I'm not sure if it would help or not, personally I prefer
to build my scenegraph such that I control how its put together, but that's
me ;)

but the billboard node may ? Stop this work, maybe not ...

He could certainly try and see if  he gets back etc..


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Melis
Sent: Friday, May 23, 2008 12:26 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Small object frustum culling

Gordon Tomlinson wrote:

>Robert is saying you should create your scene graph such that it 
>replicates a quad tree and separate the billboards in to geo-spatially 
>partitioned groups
>  
>
Wouldn't the SPATIALISE_GROUPS option of the Optimizer class do this
automatically for him?

Paul

>
>See http://www.vis-sim.com/imgdp/dbpart1.jpg, your tree is like the 
>last one 'Root B'  which is a very bad tree for a scene graph
>
>The middle diagram shows a slightly better partioned tree ( although 
>not a quad its better than 'B')
>
>as you know what a quad tree is then you should be able to create a 
>much more balanced tree
>
>-----Original Message-----
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of 
>Michele Bosi
>Sent: Friday, May 23, 2008 11:27 AM
>To: OpenSceneGraph Users
>Subject: Re: [osg-users] Small object frustum culling
>
>On Fri, May 23, 2008 at 5:06 PM, Robert Osfield 
><[EMAIL PROTECTED]>
>wrote:
>  
>
>>Hi Michele,
>>
>>On Fri, May 23, 2008 at 3:58 PM, Michele Bosi <[EMAIL PROTECTED]>
>>    
>>
>wrote:
>  
>
>>>Thank you Robert,
>>>v-sync is off, I get around 90-100 FPS, when enabled OSG stats I get
>>>3.4 for "cull" and 6.4 for "draw", also in this case the frame rate 
>>>basically does not change but floats around the same range 90-100.
>>>Since the performances are already very good I wont dig more into the 
>>>"problem", which might not be a "problem" but rather a lack of 
>>>understanding of what's going on.
>>>
>>>Another thing: I instance a single Geometry (my quad billboard) then 
>>>add it 4000 times to a Billboard node. I looked in the archives for 
>>>"quadtree" but coulnd't find any info. How can I use the quadtrees 
>>>you mentioned with OSG? Did you mean quadtrees to speedup frustum 
>>>culling or a particular parent/child layout for OSG nodes?
>>>      
>>>
>>I'm afraid I can't teach you about general real-time graphics work I 
>>have enough on my plate.
>>
>>    
>>
>
>Thank you Robert, I know you are swamped of work and deliver for free a 
>great service to the list, but I am afraid you don't need to teach me 
>anything about quadtrees, I regularly work with quadtrees and octrees 
>and implemented several of them.
>
>  
>
>>There are lots of books and online resources on items like quad trees.
>> Lots in the archives too.
>>
>>    
>>
>
>I looked in the archives through this web page:
>http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/
>and there are exactly 0 results for "quadtree" and "quad-tree".
>
>My question was very clear, and it has to do a lot with OSG and a few 
>with quadtrees but probably it was a misunderstanding.
>
>In your mail you said: "Also with your scene graph, make sure you build 
>a quad tree to store all those billboards, and avoid large flat node 
>contains lots of children/drawables".
>Did you mean, "OSG has a quadtree class somewhere, use it" or 
>"implement your own quadtree scene graph management, integrate it with 
>OSG culling mechanics, and put your billboards in it"?
>
>Michele
>
>  
>
>>Robert.
>>_______________________________________________
>>osg-users mailing list
>>[email protected]
>>http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.
>>org
>>
>>    
>>
>_______________________________________________
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>[email protected]
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>rg
>
>
>_______________________________________________
>osg-users mailing list
>[email protected]
>http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.o
>rg
>
>  
>

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