if you want only to remove/show blocks, you can use the nodeMask .... -Nick
On Sun, Nov 21, 2010 at 4:01 PM, David Wilson <[email protected]> wrote: > 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 > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=33898#33898 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

