Hi everyone,

I'm working on a game engine using OSG in which I can load very large game 
worlds and have it run at a high framerate.

My game world is made up of cubes, and I am building vertex arrays for each 
"cell" in the level - each cell is 64x64x64 blocks in size.

Now I would like to be able to add and remove blocks in-game with minimal 
impact on my framerate.
At the moment I am doing this by destroying the cell's geometry and recreating 
it again - adding it back into the scenegraph using setVertexArray() (and 
setNormalArray, setNormalIndices, etc.)

This is quite a horrendous operation but remarkably it only takes about 100ms 
or so. Still, my framerate takes a very noticeable hit when this occurs.

How would I best modify my vertex/face/etc. arrays on the fly without the dip 
in framerate? Should I be looking to farm this operation out to another thread? 
Is there a way to add and remove vertex data from my arrays so that I do not 
have to push such a large chunk of data to the video card each time this 
happens?

Apologies if my terminology isn't correct - I'm still learning how OSG (and 
graphics rendering in general) works!

And thanks to all who have put so much work into OSG, I hope to make an F1 
racer of a game engine with it someday!

Cheers,
David Wilson

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=33898#33898





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