Hi Rick, The most efficient LOD's will be the ones created by specialist tools, or even a decent modeller. The aim of the lower level of details subgraphs would be to represent the subgraph with less of everything - less nodes, less separate state, less geometry, smaller textures, simpler shaders etc. The ideal would be collapsing down to a single osg::Geode/osg::Geometry and with a single osg::StateSet and a single Texture. Using a texture atlas is a good way to collapse separate textures down into a single texture. osgUtil::Optimizer has a texture atas builder that could help with this.
Robert. On Thu, Jul 10, 2008 at 2:08 PM, <[EMAIL PROTECTED]> wrote: > Hello All, > > I have been trying to get my scenes to run faster, balancing my scene graphs > using LOD. I use quite a bit of UV mapping in my models, and they can be > fairly high res because I want them to look good up close. There are > usually several instances of the same model in the scene, all pointing to > the same scene graph. I was wondering about the best way to create LOD > changes for them. I was going to cut out some polygons, but I was also > thinking of cutting the resolution back on the UV maps. Is this valuable? > On first assessment, it seems it would be, but then I realize that it might > cause MORE of a memory usage, and the graphics card (or OSG) might be doing > this kind of optimization anyway (dropping image map resolutions based on > pixel size or whatever). What are your recommendations? > > -- Thanks for everything >>> Rick > Check us out at http://fringe-online.com/ > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

