Hi Vincent,

On Wed, Dec 10, 2008 at 4:55 PM, Vincent Bourdier
<[EMAIL PROTECTED]> wrote:
> Maybe you can use billboard for trees ... cull is easy for a billboard ...
> instead of a complex geometry.

Actually billboards are relatively expensive as they require a
individual modelview matrix to computed and managed, so more expensive
that a normal Geode containing Geometry.

Also worth noting the number of polygons inside a Geometry makes no
difference to how long it takes to handle a Geometry during cull
traversal, culling is only ever done on Nodes and Drawables(Geometry)
not on the contents.  So complex geometry doesn't mean heavy cpu
loader.  It's complex scene graphs that thing that loads up the cull
traversal.

> LOD too can make benefits because geometry is less complex.

LOD helps reduce cull when you replace a complex scene graph with a
simpler one.  LOD helps GPU costs when you replace complex geometry
with a simpler one.   If you're not GPU limited then it's the scene
graph that you need to simplify not the geometry.

Robert.
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