Hey Robert,

You're right.

So my application is a plant generator.

A plant is composed by elementary units called "metamers". A metamer is a 
container which has an internode (typically a cylinder for trees for making the 
branches) and a leaf (well, a leaf like in real life :p).

In input of my software I have got a big graph (tree) of bases (so direction 
and origins) and also what I call a pattern file which has the basic shape for 
an internode or a leaf.

Typically I load my pattern file into an osg::Geometry.

Thanks to theses bases I compute all basic geometries into all theses bases.

For example if my axe has 10 internodes I will have :

10;9;8;7;6;5;4;3;2;1

and each number is a cylinder and each of them would be an osg::Geometry. Here 
you see that if my tree is about 200 axes it could be very heavy in term of 
memory.

Same thing for the leaves if I have got 1000 of them into my tree I will have 
1000 osg::Geometry into one geode.

So my osg graph is for the moment composed by two osg::Geode one for axes and 
one for leaves because Material will change between them.

My main problem is the export into Collada file with DAE plugin(for the moment 
performance is acceptable but I think VBO could be a great thing but didn't 
think about it now). The file is for a little tree about 15 Mo and I cannot 
import it into Blender or Swirl.

So I am wondering where I am wrong. For the moment I have all geometry which is 
explicit. All entities have been calculated into its place and store into an 
osg::Geometry. Apparently you are not recommanding to use MatrixTransform and 
call an unique osg::Geometry (the pattern) ?
Does the trick with "chunck of geometries" is dumping a whole axe into one 
osg::Geometry (with the example upon it would be 10;9;8;7;6;5;4;3;2;1 a single 
osg::Geometry) ?
-- 
Benoît Bayol
[email protected]

------------------------
-- 
Benoît Bayol
[email protected]

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8496#8496





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