> What do you mean by a dynamic bounding volume hierarchy? > The OSG automatically updates bounding volumes of parents in the scene > graph when a node or drawable leaf gets modified. It doesn't > re-arrange the scene graph structure though.
I've implemented a BVH for a terrain rendering system that runs O(log n) for isector and frustum culling. It dynamically structures the scene graph between the root and drawable leaf nodes by grouping them n-levels deep. The level number depends on the maximum children that are selected for each bounding volume in the graph. The selection criterion is bsphere volume sorting. This reduces O(n) searches for culling and intersection tests to O(log n). Would something like this be a useful addition for OSG, possibly as a simple plugin?
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