Thank you for your reply, Robert.
You mentioned PagedLOD nodes. While I might not use the paged version of the
LODs nodes just yet, I've been thinking a lot about whether LOD nodes are the
way to go in order to get OSG to cull large portions of my terrain without
having to traverse and render every single grid square in the world. I'd be
interested to know if the following technique might succeed for my use case,
which I could later extend to PagedLOD nodes as I increase the area of my
terrain.
For the purposes of this very simple example, imagine a 4x4 grid where each one
of the 16 grid squares represents a 5000 m^2 area of terrain. I should have
been clear in my original post and mentioned that the grid squares are
literally that--four vertices to render a pair of triangles. (In other words,
it's not a particular complicated terrain from a geometric standpoint.) I'm
wondering if I could use LOD nodes hierarchically in order to partition the
scene in such a way that OSG will simply discard entire quadrants that are too
far away from the viewer. To illustrate more clearly the scene graph I envision
(excuse the ASCII art):
Code:
root
LOD
LOD
geometry for square at (0,0)
LOD
geometry for square at (1,0)
LOD
geometry for square at (0,1)
LOD
geometry for square at (1,1)
LOD
LOD
geometry for square at (2,0)
LOD
geometry for square at (3,0)
LOD
geometry for square at (2,1)
LOD
geometry for square at (3,1)
LOD
LOD
geometry for square at (0,2)
LOD
geometry for square at (1,2)
LOD
geometry for square at (0,3)
LOD
geometry for square at (1,3)
LOD
LOD
geometry for square at (2,2)
LOD
geometry for square at (3,2)
LOD
geometry for square at (2,3)
LOD
geometry for square at (3,3)
Of course, I'd have to carefully choose the LOD min and max values to ensure
that I'm neither discarding too much of the scene graph nor including more than
I actually need.
My question is, is this technique reasonable and scalable? Are there any
pitfalls that I need to watch for, or any red flags that it raises?
Best regards,
John
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=65101#65101
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