Hi Chris, I'd be interested in taking a look at them just to see what happens.
Thanks! Jason -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Chris Hanson Sent: Tuesday, October 24, 2006 3:40 P To: osg users Subject: Re: [osg-users] Choosing correct PagedLOD child 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/ _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
