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. Robert. _______________________________________________ osg-users mailing list firstname.lastname@example.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org