Hi Brad,

Your changes and merged and submitted to svn/trunk.  I changed the
Terrain method name to getEqualizeBoundaries() to fit with the
variable name and make the reading of code flow better when the method
is used in an if statement.  I've also commented in your if (terrain
and terrain->getEqualizeBoundaries()) code so that it's now
functional, and added a comment to the Terrain header explaining
EqualizeBoundaries and the database condition under which is can
operate.

For the time being I've left the default value of
Terrain::_equalizeBoundaries to false as per your submission, which is
change from the original behavior where the boundary equalization was
always on if the TileID's were in the database.  My plan is sort out
the performance issues with doing boundary equalization and then
re-enable this feature, I won't be able to tackle this right away
though.

Robert.

On Thu, Oct 7, 2010 at 5:22 PM, Christiansen, Brad
<[email protected]> wrote:
> Hi Robert,
>
> I have added the new function as suggested. The change was made against trunk 
> from an hour or so ago. I haven't tested the performance yet (and probably 
> won't get a chance till next week) but I have checked my terrains still work. 
> I defaulted the equalization to off as I thought this was best until we can 
> look into why there is the performance hit.
>
> I have sent this message to submissions as well.
>
> Cheers,
>
> Brad
>
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of Robert 
> Osfield
> Sent: Wednesday, 6 October 2010 10:33 PM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Performance problem with osgTerrain
>
> Hi Fabien,
>
> On Wed, Oct 6, 2010 at 2:13 PM, Fabien Lavignotte
> <[email protected]> wrote:
>> We are testing in release build. And we have the same result on windows and 
>> linux.
>> The high cost is a little bit surprising but i didn't have time to 
>> investigate further.
>> So, the idea is add a flag on osgTerrain (hum set/getProcessNeigbours maybe?)
>
> Terrain::set/getBoundaryEqualization(bool) would be my choice for naming.
>
> I'm busy with other tasks right now so can't tackle this, feel free to
> dive and add it ;-)
>
> On the performance side, one thing I've planned for
> osgTerrain::GeometryTechnique is to split off the boundary mesh parts
> from the central mesh for each tile, so that when you have to rebuild
> the boundaries you don't need to rebuild the central mesh.  This
> change should make it possible to keep the cost of boundary
> equalization much lower.
>
> Robert.
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>
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