HI Adrian,

On Tue, Mar 16, 2010 at 11:13 AM, Adrian Lindberg <[email protected]> wrote:
> I've been looking through the Culling for the PagedLOD, as far as I 
> understand it, culling is only done for Drawables and therefore anything 
> within distance to eye (regardless of frustum) get's loaded into memory/gpu 
> which would explain A LOT as to why my system gets clogged.

View frustum culling is done for all nodes, right from the top down to
the drawable leaves.  If a parent is culled then no traversal will be
done on it's children.   This feature is key to the performance of a
scene graph.

PagedLOD's are no different than other nodes - if it's bounding sphere
is outside the view frustum it will be culled and never traversed.
PagedLOD adds the lod based culling after view frustum culling
operation is done, so is only done if the bounding sphere is within
the view frustum.

In your case I can't really say when the system is getting bogged
down, but it's very likely to you having built a poorly balanced scene
graph.  As I don't know the specifics of your database I can't
pinpoint what you have done wrong.  The best I can do is point you in
the direction of VirtualPlanetBuilder as it designed to build well
conditioned scene graphs that work well when paging.

Robert.
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to