Have you checked out any other cloud rendering libraries out there
like SkyWorks? I've been meaning to try and integrate these into OSG
for awhile now...

On 11/13/06, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Wojtek,

osgSim::Impostor supports nesting so it full supports quad tree
layout, or any other layout you can do with the scene graph.

Impostor have lots of problems in general though, and the
osgSim::Impostor adds a few of its own caveates.  I wouldn't generally
recommend impostors, but so very specific purposes a custom impostor
implementation might work well.  A cloud system might just be one such
example.  I wouldn't reuse a the general purpose osgSim::Impostor
though.

Robert.

On 11/13/06, Wojciech Lewandowski <[EMAIL PROTECTED]> wrote:
>
>
> Hi,
>
> Like everybody at some point of Engine development we are thinking about
> implementing cloud system. We thought about 2D array of boxes each one
> containing few cloud sprites. Of course displaying all this at onece would
> be too taxing for the rendereres so we would like to use impostors.
>
> We thought that it would be nice if we could group each neighbouring four
> cloud boxes under one impostor and each four neighbouring impostor groups
> under parent impostor and so on building impostor quad tree hierarchy.
>
> We attempted to modify osgimpostor example to do this but results are
> discouraging either no dispaly or very bad framerate. Is it possible ? If so
> how ? Was impostor class developed taking into consideration that its
> childrem may be another impostor ? Will they properly depth sorting during
> impostor generation ?
>
> Regards,
> Wojtek Lewandowski
>
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>
>
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