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

