Hi,
I do an update on this topic, because I would like to understand well
the osgUtil::simlifier.
This implementation seems to be very complex and powerful, but I don't
know how to manage it better.
/For that I would like to know what do the following methods and how to
set the values to have the expected result :/
void setSampleRatio(float sampleRatio) { _sampleRatio =
sampleRatio; }
/** Set the maximum point error that all point removals must
be less than to permit removal of a point.
* Note, Only used when down sampling. i.e. sampleRatio < 1.0*/
void setMaximumError(float error) { _maximumError = error; }
/** Set the maximum length target that all edges must be
shorted than.
* Note, Only used when up sampling i.e. sampleRatio > 1.0.*/
Maybe this is a noob question, but I think it can help/inform other osg
users to know precisely how to configure the Simplifier...
I set the Sample ratio to values < 1, and this seems to do some good job
on my model, but not enough... I am looking at a way to destruct a mesh
from 800 Mbyte (.ive) to 100Mbyte (.ive) (for LOD usage mainly)
I know the size of the ive file is not a good reference, but it is
important for my application. And I know that if a file is lesser, the
mesh will be lighter too...
Relative to that,
/What can make an ive file heavy// or light ?/ (example : 20M triangles
in a 850Mbyts ive file, not proportional to 13M triangles in a 710Mbytes
file)
Thanks for your help.
Regards,
Vincent.
Vincent Bourdier a écrit :
Hi Andrew
Thanks for the tip on the simplifier, lower the sample ratio is, lower
the vertex number is. (I get a crash under 0.6 but I'm not sure this
is an osg crash)
Concerning the optimiser, this do not reduce the vertex number but the
inverse... on a 460k vertices model, the optimizer returns me a 480k
vertices model ...
I'm looking for a destructive optimizer/simplifier for my model... Do
you have any other tips or idea ?
Thanks.
Regards,
Vincent.
2009/9/21 Andrew Burnett-Thompson <[email protected]
<mailto:[email protected]>>
Hi there,
I've experimented with the simplifier, but am not using it.
I found the setSampleRatio() method affects how coarse or fine a
result you get. The simplification with a sample ratio less that
1.0 appears to be destructive (i.e. Geometry out does not equal
Geometry in). So far I've not found the right settings to be
beneficial for my needs (which is reduction of memory consumption
while keeping the mesh the same or similar).
Another way of reducing the vertex count in your scene is to use
the Optimizer. Here I have found that using the Optimizer with the
options MERGE_GEOMETRY, CHECK_GEOMETRY and TRISTRIP_GEOMETRY can
significantly reduce the number of vertices/primitives in each
Geometry object, while giving you essentially the same mesh out.
On Mon, Sep 21, 2009 at 10:10 AM, Vincent Bourdier
<[email protected] <mailto:[email protected]>>
wrote:
Up ?
No one does osg simplifications ?
Thanks,
Vincent.
2009/9/17 Vincent Bourdier <[email protected]
<mailto:[email protected]>>
Hi all,
Using the osg simplifier on a geometry, I'm just surprised
to see that there is no way to set a level of
simplification or something like that.
Maybe I didn't saw it, but for the moment I just found
_sm->setDoTriStrip(true); //what for ? do triangle strip
are more optimized ?
_sm->setSampleRatio(?); //what does it mean ? what does it
changes ?
...
How can I control the simplification level ?
Is this simplifier a destructive one ? (can deform the
geometry)
Thanks.
Regards,
Vincent.
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