Hi Jean-Charles,

The OSG supports KdTrees for ray intersections with geometry in the
scene, this improves performance an enormous amount.  You can enable
KdTree generation for loaded models with the
osgDB::Options::BuildKdTreesHint or
osgDB::Registry::setBuildKdTreesHint(..), or the OSG_BUILD_KDTREE=ON
evn var.

If you want to assign the KdTree datastructures on models that are
already loaded/created you can osg::KdTreeBuilder.

Robert.

On Wed, Sep 21, 2011 at 10:45 AM, Jean-Charles Quillet
<[email protected]> wrote:
> 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
>
>
>
>
>
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