Hi, I'm working on an application that manipulates a 3d terrain (one big single geometry). I'm using OSG for 3d rendering as well as for internal data manipulation. I need to calculate the visibility of each point of a result grid from a certain position P.
I have setup the simplest algorithm for this. It goes like this for each point of my grid --compute the 3D position P' on the terrain --create a segment between P and P' --call the intersector with the segment on the terrain --if there is an intersection ----flag the point as hidden do it again As you can imagine, this is going fairly slow. I suppose the main issue is that the intersector is testing every single triangle for an intersection. Any idea to optimize this ? Thanks, Jean-Charles[/code] ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42908#42908 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org