We briefly looked at this library. But my feeling is thay use impostors to replace single cloud build from small fluff sprites. We will rather have paritcular cloud sprites precomputed and want to use impostors to represent large groups of them. We also need to represent all possible cloud types (including those layered like stratus, mibostratus etc) not only cumulus, cirrus ones. And my impression was that SkyWorks was focused on these.

Let me know if I am wrong about SkyWorks and its more universal. I will be happy to move back to this library if it can solve our tasks.

Thanks,
Wojtek

----- Original Message ----- From: "c sklu" <[EMAIL PROTECTED]>
To: "osg users" <[email protected]>
Sent: Monday, November 13, 2006 1:26 PM
Subject: Re: [osg-users] Quad tree like hierarchy of impostors ? Is itpossible ?


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