Hi Gordon, Those are great questions, thank you. I do not think my terrain tiles have their own geode or node, and maybe that can be a reason why the unneeded tiles are not being efficiently culled. I my terrain is maintained as a single geometry (which would be as you say: I am keeping the whole tri' under one node), but it IS a Paged LOD terrain in '*.ive' format and it is clearly divided into tiles for every level of detail. I thought that OSG's database pager would take care of culling unneeded tiles for me... How would you advise I break up the terrain as a distributed node-graph? Can I load it that way at run-time, or do I have to re-create the terrain differently? Thanks for your insight, I think, this is the right track!
-Jose On Tue, September 9, 2008 6:19 pm, Gordon Tomlinson wrote: > Have you broken your terrain in to tiled regions such that each tile has > its > one geode/node and uses an distributed node graph so that nodes that are > not > need can efficiently be culled, or do you have all the tri' under one node > ? > > ( is your scene graph more like the top one in this basic diagram > http://www.vis-sim.com/imgdp/vp_db_partion_01.jpg ) > > Have you considered using LOD's, Paged LOD's OSV VPB ( aka osgDem ) > > > __________________________________________________________ > Gordon Tomlinson > > [EMAIL PROTECTED] > IM: [EMAIL PROTECTED] > www.vis-sim.com www.gordontomlinson.com > __________________________________________________________ > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Joseanibal > Colon Ramos > Sent: Tuesday, September 09, 2008 8:08 PM > To: OpenSceneGraph Users > Subject: [osg-users] unrendered objects creating performance problems? > > Hi all, > > I was hoping someone has an idea about why I am encountering the following > problem: I have a big terrain and on certain viewing angles it contains a > huge amount of triangles to draw and puts a big strain on OSG's > performance. I tried playing around with near/far clipping planes to > improve performance, by cutting out a lot of the rendering, to the point > only a very small fraction (and even none at all) of the terrain is seen > through my camera. OSG's framerate, however, behaves just as if I was > looking at the whole thing and drawing all the triangles. > > At certain angles, the framerate increases (where small number of > triangles would normally be - even thought I don't see anything), > > and at other angles, it decreases (the same angles at which the viewer > normally tries to draw a large number of triangles - even though I can't > see anything). What is going on here?!? help! > > -J > > _______________________________________________ > 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 > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

