Hi Peter,

I would use a custom osgUtil::Intersector/IntersectionVisitor  that
knows about your custom use of osg::Geometry and do all the work on
the CPU.  Using the GPU for intersections requires a round trip to the
GPU which is very expensive which will totally dominate the actual
cost of the intersection.

Robert.

On Tue, Jun 22, 2010 at 8:30 AM, Peter Wraae Marino
<[email protected]> wrote:
> Hi osgUsers,
> We have created huge forests using shapefiles to preprocess textures with
> positions where trees should be located.
> Then we instance all the trees using a shader, this works very well and we
> can have over 100000 trees without any
> framerate drop.
> Because all the trees are instanced on the GPU we have no way of using
> intersection, because the geometry doesn't
> really exist. To solve this problem we decided to use a camera as a form of
> intersection. By setting the camera at a
> certain location and pointing it in the direction you want to intersect we
> render the scene, but instead of rendering an
> image of the scene we use a shader to save the positions for everything
> rendered, then we do a simple inverse view matrix
> on the position in the texture (center position) and we have a collision
> hitpoint in world coordinates. This works very well
> too, but but but.... because the camera is in it's own thread
> (multithreading) we are always a frame or two out of sync. So
> this is not a good solution for realtime :(  we could of course change to
> single threaded,,.. by why?
> Is there another method of intersecting with instanced geometry in the GPU?
> any suggestions,
> anyone,
> regards,
> Peter Wraae Marino
>
> --
> Bellinge Gymnasterne: http://www.bellingegymnasterne.dk
> Power Tumbling: http://www.powertumbling.dk
> OSG-Help: http://osghelp.com
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