Hi Janna, osgTerrain::TerrainTile will be a better base to work from when rendering a HeightField. There is a HeightFieldLayer class that allows you to attach your height field to the TerrainTile. There is a brute for GeometryTechnique that will just rendering the data by sending down a vertex array and all the triangle primitives as DrawElement - so will efficiently use indices. Using osgTerrain gives the ability to down sample the data, and also implement your own custom TerrainTechnique if and when you need it.
Another approach is to to pre-process your data using VirtualPlanetBuilder. This will generated a paged database for you and happily allow you to scale up to handling terra bytes of data. Robert. On Fri, Nov 20, 2009 at 7:24 PM, Janna Terde <[email protected]> wrote: > Hi, > > I am trying to create a height field with the decent framerate (using for > example 2000 by 2000 height map). I read on this forum that using osg Height > Field class in not recommended because I would have to use ShapeDrawable > which will slow things down. > > I created a height field geometry myself (using triangular stripes). > Basically for each column in the height map I created a triangular stripe. > Unfortunately I got very bad performance (2 times slower than using osg > HeightField class). > I am wondering what can be a problem. Could it happen because I create too > many osg nodes (I doubt it) or am I missing something else? > I will appreciate any suggestions! > > > Thank you very much! > > Cheers, > Janna > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=20020#20020 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

