I cannot completely agree.

I mean that I know that the real perfect bounding sphere is computationally
expensive,
but in many cases (solid objects) it should be computed just once (since
BoundingSphere& node::getBound() checks
if the bounding sphere has been already computed), when the object is
created.
The global bounding sphere might affect the fitting operation a lot. In case
of objects like spheres or discs,
the bounding sphere computed by OSG might be much greater than strictly
required.




-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Simon
Hammett
Sent: martedì 11 agosto 2009 12.00
To: OpenSceneGraph Users
Subject: Re: [osg-users] about the bounding sphere of a geode computed by
OSG

Calculating the perfect bounding sphere is an expensive operation.
You need to calc the convex hull which is O(n log n).
osg uses a fast approximation which is generally good enough.

2009/8/11 Gianluca Natale <[email protected]>:
> Hi All,
> I’m having problem computing the global bounding sphere of my model.
> I debugged OSG (2.8.0) and discovered that the bounding sphere of a geode
> (BoundingSphere Geode::computeBound()) is
> computed as the bounding sphere of the bounding box that includes all its
> drawables !?!
>
>
>
> Why that?
>
> Shouldn’t it be the global bounding sphere of the drawables, merging the
> single bounding spheres
> of all the drawables?
>
>
>
> So, a drawable that represents a sphere should have as bounding sphere
> itself,
> but this is not true with the computation OSG performs. It is larger than
> strictly required.
>
>
>
> Thanks,
> Gianluca Natale
>
>
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>



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