Hi Ferdi, The VirtualTerrainProject adds a number of continuously level of detail implementations on top of the OSG so you could look at this for inspiration.
Personally I feel that doing meshing per frame on the CPU is had it's day, and graphics hardware is better driven using data that is download as static blocks to the GPU, and then rendered locally. You can render scenes with a million vertices on screen at one time quite comfortable at 60Hz on modern hardware so you aren't fighting with GPU capabilities these days, bandwidth and memory management and CPU loads are far more critical good performance - something that CPU based meshing is very poor at. You can of course mesh on the GPU these days too :-) Robert. On Thu, Dec 4, 2008 at 11:26 PM, Ferdi Smit <[EMAIL PROTECTED]> wrote: > Quick question: is there an (out-of-the-box) osg program/nodekit that does > dynamic level-of-detail? I just want to run some comparisons on image > quality, so all it has to do is dynamically decimate a very large > single-object model (possibly with a preprocessed tree structure, of > course), as opposed to do doing it statically beforehand and then choosing > one. I know osg can do that based on distance etc, but that's not what I'm > after. > > -- > Regards, > > Ferdi Smit > INS3 Visualization and 3D Interfaces > CWI Amsterdam, The Netherlands > > _______________________________________________ > 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

