Hi Vladimir Im guessing you would still have a problem regarding costal areas, my bet would be that you would have many nodes that contain both water and land.
Im guessing you should find a way to treat this on the pixel level. Either by encoding it in the texture or elevation data, or by using stencil texhniques. Brgs. Ralf Stokholm www.arenalogic.com 2009/1/11 Jean-Sébastien Guay <[email protected]> > Hello Vladimir, > > So I wrote NodeVisitor that returns a NodeList of nodes that matching a >> certain name. >> But I'm afraid such approach is far not the best (and definitely not so >> fast, because in depth there's a strcomp() somewhere). >> > > Well, if your NodeVisitor runs in the frame loop of course it's probably > not best way... The solution might be to only run the visitor at startup > (when loading the terrain), and save the list of node pointers it returns > for later. This will work fine if your terrain doesn't change. If there's a > possibility that your terrain changes, then you can always run the visitor > only when the terrain changes, so (if the visitor is really slow) you might > get a frame hit at that time but after that it will be fine. > > In any case, apart from these ideas on how to do things better, for any > performance concern like this one, the general guidelines apply: > 1. Profile the code and see if it's using up a significant amount of time. > If not, then don't waste time optimizing it. > 2. If you get a solid 60Hz, it's not worth wasting time optimizing this. > > Hope this helps, > > J-S > -- > ______________________________________________________ > Jean-Sebastien Guay [email protected] > http://www.cm-labs.com/ > http://whitestar02.webhop.org/ > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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