Hi,

Paul you are right I forgot to write the hole code for the LOD implementation, 
sorry.


Code:
osg::ref_ptr<osg::Node> lodLevel3 = originalGeode;
osg::ref_ptr<osg::Node> lodLevel2 = dynamic_cast<osg::Node*>( lodLevel3->clone( 
osg::CopyOp::DEEP_COPY_ALL ) );
osg::ref_ptr<osg::Node> lodLevel1 = dynamic_cast<osg::Node*>( lodLevel3->clone( 
osg::CopyOp::DEEP_COPY_ALL ) );

osgUtil::Simplifier simplifier;
simplifier.setSampleRatio( 0.5 );
lodLevel2->accept( simplifier );
simplifier.setSampleRatio( 0.1 );
lodLevel3->accept( simplifier );

osg::ref_ptr<osg::LOD> lodNode = new osg::LOD();
lodNode->addChild( lodLevel1.get(), 200.0f, 20000.0f );
lodNode->addChild( lodLevel2.get(), 50.0f, 200.0f );
lodNode->addChild( lodLevel3.get(), 0.0f, 50.0f );



Sorry I am a complete OSG noob. I have no idea how a good scene graph has to 
look like. But I am going to use the seach function to find a solution in the 
forum. Thanks guys!

-Marcus

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42922#42922





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