>De: [EMAIL PROTECTED]
[mailto:osg-users->[EMAIL PROTECTED] En nombre de Robert Osfield>
> Personally I'd write the code for create the cylinder geometry in
> batches and then experiment with how many cylinders works best for
> performance.  Too many cylinders in one osg::Geometry will lead to
> poor cull, too find grained and cull and draw dispatch times on the
> CPU will gate peformance.

That seems to be the best way for performance, but complicates the
individual picking of cylinders. The osgUtil::Hit that returns from
computeIntersections tells me the node, drawable and ¿polygon? touched. With
many cylinders in the same Geometry, it seems difficult to identify which
one has been picked.

>De: [EMAIL PROTECTED]
[mailto:osg-users->[EMAIL PROTECTED] En nombre de Thibault
Genessay
> (mtn being the nth MatrixTransform, ssn being the stateset for the nth
> MatrixTransform):
>
>          /->  mt1 (ss1) -\
> rootnode -->  mt2 (ss2) --> geode -> geometry
>          \->  mt3 (ss3) -/

One thing I forgot to mention is that I have to save the scenegraph to file
(osg) in the scene generator app, and later retrieve it in the "viewer and
manipulator" app. The "cylinder map" generation takes some time and doesn't
change from app executions. Will such an scene survive the process of saving
and loading, or will it become in file:
        /-> mt1 (ss1) -> geode -> geometry
Rootnode--> mt2 (ss2) -> geode -> geometry
        \-> mt3 (ss3) -> geode -> geometry
In an .ive, which seems more "memory like" format, will a unique geode be
saved?

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