Robert Osfield  Wrote:
"For PagedLOD nodes the children should always be ordered from lowest
resolution/ furthest distance first, to highest resolution/near
distance last.   What you describe fits this just fine."

Would it be possible to add this constraint in PagedLOD header ?

The only information available in the source for now is in LOD header :
"LOD may display multiple children simultaneously
    if their corresponding ranges overlap. Children can be in any order,
    and don't need to be sorted by range or amount of detail. If the 
number of
    ranges (m) is less than the number of children (n), then children m+1 
through
    n are ignored."

and could be misleading regarding the behaviour of PagedLOD which inherits 
from LOD.
I've been fooled by this in the past :)


      Best Regards,

        Luc




Robert Osfield <[email protected]> 
Envoyé par : [email protected]
09/08/2010 02:19 PM
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OpenSceneGraph Users <[email protected]>


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Objet
Re: [osg-users] TerraPage terrain LODs are jumping again - have LOD ranges 
to be sorted?






Hi Martin,

For PagedLOD nodes the children should always be ordered from lowest
resolution/ furthest distance first, to highest resolution/near
distance last.   What you describe fits this just fine.

The TerraPage plugin has extra scheme above PagedLOD that seek to hold
back use of higher resolution children when a neighbouring tile is of
too low a resolution for the boundary meshes to be able to fit
together.  This scheme is pretty complicated and is very specific to
the way that TerraPage maintains central and boundary meshes.  I
haven't personally seen the cycling you talk about but my guess is
that this is the most fruitful area to look at when searching for a
cause.

Robert.

On Wed, Sep 8, 2010 at 12:18 PM, Martin Scheffler <[email protected]> 
wrote:
> Hi,
>
> this is a problem that was fixed some time ago but pops up again now. I 
have a terrapage terrain that loads fine, but every few seconds the 
detailed LODs are swapped against lower res ones and back again. This 
looks funny and bogs down the system. After poking around with a debugger 
the only thing that I noticed is that the LOD ranges are sorted high to 
low:
> For example:
> _rangeList[0] goes from 1000 to MAX_FLOAT
> _rangeList[1] goes from 0 to 1000
>
> Can this cause these problems?
>
> Thank you!
>
> Cheers,
> Martin
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=31409#31409
>
>
>
>
>
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> 
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