Paged LOD are LOD where SubLevels are stored into the main memory only when needed (paged), the level of details that are not used are removed from the memory to free place. A Normal LOD has all its levels into memory, even if not drawed. A Paged does not.
Behind that, there is an intellegent system to store/unstore fairly the sublevels. 2007/2/15, Robert Osfield <[EMAIL PROTECTED]>:
On 2/15/07, RJ <[EMAIL PROTECTED]> wrote: > Hi Guys, > Can any one tell me, what is the difference between LOD and pagedLOD ? > thanx in advance PagedLOD is just an an LOD and is even subclassed from LOD, what it adds extra is a filename field per child, where the filename can be used to reference a file (even one on the net) or encode a tile reference for psuedo loaders to generate geometry/textures automatically. When the cull traversal hits a PageLOD and finds a child that it need isn't loaded yet it'll make a request to load it in a via the osgDB::DatabaseBase which runs a background thread to do the loading, and rather than wait for the tile to load it fallbacks on the next highest level of detail child that is available. The viewer keeps checking for tiles that have been loaded and automatically loads them in when ready. There is also an automatic system for expiring subgraphs that are no longer in view, so these subgraphs are deleted and their OpenGL placed on buffer ready to be re-used when possible. The viewer/DatabasePager work to ensure that the system is loaded balanced to help achieve database paging without frame drops. Robert. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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