Hi Robert,

Thanks for your eMail. First of all i like to do a review of the current
kdTree code, w.r.t. the build method. As we know form the publications about
kdTree based Real Time Ray Tracer the build method and some heuristics are
more important than the traversal. May the sah heuristic will boost our
kdTree, if this would be true, and the build methode is still efficient in
time and memory i will change directly the current kd-Tree code.

/adrian

2008/7/14 Robert Osfield <[EMAIL PROTECTED]>:

> Hi Adrian,
>
> On Mon, Jul 14, 2008 at 9:38 PM, Adrian Egli OpenSceneGraph (3D)
> <[EMAIL PROTECTED]> wrote:
> > i would like to merge my kdTree code with osg::KdTree. hopely it will
> work,
> > but it's not as easy as it sound :-)
> > (my code, you still know :-) )
>
> Might I suggest implemting a KdTree subclass rather than modifying
> KdTree itself, at least during these initial stages of KdTree support.
>  Please remember that not only does the KdTree have to be efficient to
> intersect with, it must as be efficient to build, be memory efficient
> and be easily maintainable - the last part is important as I'm the guy
> who has to support the code, and sometimes code submitted is a bit
> like a hit and run accident...
>
> Robert.
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
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Adrian Egli
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