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. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
