Hi Robert,

See my comments below:

Robert Osfield wrote:
Hi John,

Perhaps a Terrain::init() or update() method would be appropriate -
one that goes through all the tiles registered with
the terrain and calls init() on them.

As for 16 seconds, this is looooooong time.  I am only seeing around a
second of time update on a database
that is getting on 10TB in size, the trick is it's a paged database
and only what is loaded is updated.

Please excuse my ignorance, but osgdem produces pagedLOD databases per default, doesn't it? At least, the top node of my terrain database start out like this:

CoordinateSystemNode {
  name "osgTerrain_globe.ive"
  nodeMask 0xffffffff
  cullingActive TRUE
  Format "WKT"
CoordinateSystem "GEOGCS[\"WGS 84\",DATUM[\"WGS_1984\",SPHEROID[\"WGS 84\",6378137,298.257223563,AUTHORITY[\"EPSG\",\"7030\"]],TOWGS84[0,0,0,0,0,0,0],AUTHORITY[\"EPSG\",\"6326\"]],PRIMEM[\"Greenwich\",0,AUTHORITY[\"EPSG\",\"8901\"]],UNIT[\"degree\",0.0174532925199433,AUTHORITY[\"EPSG\",\"9108\"]],AXIS[\"Lat\",NORTH],AXIS[\"Long\",EAST],AUTHORITY[\"EPSG\",\"4326\"]]"
  EllipsoidModel {
    RadiusEquator 6378137
    RadiusPolar 6356752.3142
  }
  num_children 1
  PagedLOD {           <<< This must means model is a pageLOD db, right?
    nodeMask 0xffffffff
    cullingActive TRUE
    Center -3963 0 0
    Radius -1
    RangeMode DISTANCE_FROM_EYE_POINT
    RangeList 2 {
      1.43452e+08 1e+10
      0 1.43452e+08
    }
    NumChildrenThatCannotBeExpired 0
    FileNameList 2 {
      ""
      osgTerrain_globe_root_L0_X0_Y0/osgTerrain_globe_L0_X0_Y0_subtile.ive
    }

1 sec. vs. 16 sec. makes a big difference! OK, I am running my tests on a laptop, but it has the following specs: Intel Duo T7300, GeForce 8600m GT 512MB, 2GB Memory, running CentOS 4.6 (a.k.a RHEL 4). So unless you've spent a fortune on hardware, I don't think hardware differences alone can explain the difference.

What could potentially contribute to this difference in update time. Any ideas?

FYI, the thing that will be taking all the time in the generation will
be the display lists/texture object update.  Making osgTerrain a bit
more intelligent about it's updates it would be possible to just
update the existing vertices and normals when changing the scale,
something that would be much cheaper.  The dirty/update mechinism
would have to be alot more sophisticated though.  Long term this is
where osgTerrain is heading, right now its very much in its infancy.

Thanks, this is very useful information. I'll see what I might figure out when, and if, I get the time. But I'll certainly keep a watchful eye on any VPB svn updates;)

Best regards,
John Vidar

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