Robert Osfield wrote:
Hi Jason,
The PagedLOD node is designed to incrementally load level of detail
levels as not to leave null children and to avoid popping straight
from low level of detail to heigh level of detail.  Chris Hanson has
done some custom work which circumvents this for his own app, but its
not something that is in the OpenSceneGraph core itself.

I'd be happy to share my mods with anyone who wants them, they are precisely what you describe.

Personally I'd create a quad tree with the each PagedLOD only have two
children, the low level of detail which is always present, and the
external tile, this external tile would be a group contain four
PagedLOD's.  You code could procedurally generate this without the
need for complex code to circumvent the way the core OSG works.
Quad trees are generally well suited to most databases anyway in terms
of balancing culling and LOD management.

  I've been considering this approach too.

Robert.

--
Chris 'Xenon' Hanson aka Eric Hammil | http://www.3DNature.com/ eric at logrus
 "I set the wheels in motion, turn up all the machines, activate the programs,
  and run behind the scenes. I set the clouds in motion, turn up light and 
sound,
  activate the window, and watch the world go 'round." -Prime Mover, Rush.
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