Hi Robert Short answer is yes we get acceptable rates (through hard work :)) using geometries with indexed array's,
Basically we have a terrain handling system that is capable of handling the world and doing this on the fly from elevation sources such as DTED 1/2/3 sub meter Lidar data etc and a system that matches this to very hi-resolution satellite imagery again up to world coverage, our system handles the reading, conversion, paging, LODing etc. this is all on the fly from the raw data ( or saved of cached from our paging system ) so basically the amount of data we can be handling is in the hundreds of millions and more of points and tri's and terra bytes of imagery, Of course this is not all on the card or in memory we HAVE to manage that :), but the nature of what we do having to be live ( for many) on data that's maybe minutes old for many users means we have to be very dynamic in our data handling, The faster paths would be great but in our case not a reality at this time for us We get acceptable rates we don't need 60hz we can live with 15-20 and thus we have built in checks to ensure we meet those by using our dynamic on the fly loading system complexity handling ( also depends on how much data the uses is throwing at us at any one time) So we build out geometry on the fly using arrays that are stored in our fast large paging system as they are read and then feed to geometries with LODS that have do all the normal stitch to lower levels LODS etc now we don't change every ting every frame ( we used have a total CLOD solution but that has other limitations) but have no guarantee on the life of an thing in the scene :) Currently the only data that goes thru the normal OSG read node mode is some of feature data that has models, and next year we hope to add feature data to our paging and memory handling systems so the we will be able to handle much more feature data to match out elevation and imagery capabilities etc for us right now we havie something that works and down the road I'm know we will look to improve things adopt newer higher performance ways were possible Gordon __________________________________________________________ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __________________________________________________________ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 "Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival" - Master Tambo Tetsura -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Wednesday, December 03, 2008 10:37 AM To: OpenSceneGraph Users Subject: Re: [osg-users] flt-exporter: Index outofrangeinVertexPaletteManager Hi Gordon, On Wed, Dec 3, 2008 at 3:25 PM, Tomlinson, Gordon <[EMAIL PROTECTED]> wrote: > Not using display list our data is too dynamic So you have a large amount of data being sent to the graphics card each frame with glBegin/glVertex/glEnd? Does it performance acceptably? How much data are we talking about here? Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org