On Fri, Apr 24, 2009 at 7:45 PM, Peter Amstutz
<peter.amst...@tseboston.com> wrote:
> Hi Jean-Sébastien,
> Jean-Sébastien Guay wrote:
>> So the answer IMHO would be that in any case, you will want to try and
>> build a good scene graph (both for culling performance and intersection
>> performance). Whether you want to make a global kd-tree for the whole scene
>> will depend on how dynamic your scene is, and if you can take the time to
>> implement it so that only parts that change need updating.
> In my case I am reading OpenFlight files produced by a third party, so I
> don't have much control over whether it was constructed efficiently or not.
>  Since the terrain will be static, my thought was to build a mostly static
> KdTree of scene graph nodes separate from the normal rendering state graph
> and to be used for culling and intersection tests.  I believe a number of
> other 3D engines use this approach.  However my question was really whether
> something like this already existed in OSG, to which the answer is no.

If your data is stored in a flat group the osgUtil::Optimizer
spatialize groups visitor will be able to build a quad tree for you.

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