Hi Ivan,

On 12/12/06, Ivan Bolčina <[EMAIL PROTECTED]> wrote:
I understand, so if I use cull traversal callback, and set it to false, it
will draw it everytime?...

There are two types of cull traversal callback, and node callback that
overrides the default traversal of nodes subgraph, and a drawable cull
callback that simply says whether the drawable leaf should be culled
or not.  There is nothing to set to false.

I am afraid it has something to do with delta3d...They have something like
moveearthwithcamera effect... I am using only basic stuff :-)

I can't support Delta3D, speak to the Delta3D team for this.

> I think you need to spend some time understanding the basics of the
> scene graph before doing advanced things like adding custom rendering.


I am trying to.... but lack of docs is killing me....

Bullets kill, cancer kills.

Lack of exactly the right type of docs required to tell you how to do
what you want to do for you app is a hinderance, but needn't be a show
stopper, lots and lots of others get by, the project is open source,
there are almost a hundred examples in the distribution, the mailing
list archives are open to be mined as a resource.  There is the public
mailing list, to be used politely.

BTW, If i have 600 geoms all with same stateset, what is the penality for
that... is it much slower than have hierarhy and only root has state? I want
to redned a few to a few hundred star-wars lasers.... i ment to do this with
a single  drawable

Granulatity of the scene graph does make a difference to performance,
too fine grained and cull and draw dispatch will be heavy, too coarsed
grained and cull won't be effective ending up with too much geometry
being passed to the GPU.  What balance to strike depends completely on
your app needs.

I'd recommend take a step back from what you are trying to do, and
explain in simple terms what problem you are trying to solve, then ask
for guidance on the way forward.  Right now I fear you've jumped into
following a path that is not optimal.

Robert.
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