Robert,

By hierarchy of PagedLOD's, do you mean PagedLODs that have descendants that 
are also paged lods?  Something like:
scene_root->nodes->PagedLOD->nodes->PagedLOD

I had thought about possibly setting up a scenegraph like that (mostly from a 
what-if perspective), but I couldn't think of a way to register the paged lods 
with the activePagedLod list in the database pager.  I assume I would need to 
call registerPagedLods whenever a file is read from disk, but I don't know how 
to detect that.  Is it possible?

Thanks,
Chase

On 3/10/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
>
> HI Glenn,
>
> When doing paging you should also aim to create a hierarchy of
> PagedLOD's not a flat structure.  This also applies to LOD scene
> graphs, but do to the paging required its more important with
> PagedLODs as the paging itself will have t run for each group.
>
> One really needs to decide upon the granularity of your scene graph
> too, too fine and your trying to paging into too many separate tiles,
> too large and each tile will take too long to load into memory and to
> download to the GPU.
>
> Robert.
>
> On 3/9/07, Glenn Waldron <[EMAIL PROTECTED]> wrote:
> > Hi,
> > I was experimenting with the "osgpagedlod" example and ran into some
> strange
> > behavior:
> >
> > I have a database that contains about 2500 buildings, each under its own
> LOD
> > as the sole child with a range of 0-20000 or so. No terrain, just
> buildings
> > divided into groups of ~50 buildings each. There are no hierarchical
> LODs.
> > This runs at a nice 60Hz.
> >
> > I then ran "osgpagedlod --makeAllChildrenPaged" on the database, ending
> up
> > with a master file and 2500 subfiles as expected. When I fired it up, it
> > would page in about one building every second. While data paged in, the
> > stats showed an average cull time of about 750ms and a frame rate of 1.x
> > fps.
> >
> > At first I though it was a texture sharing problem (all buildings have
> the
> > same one texture) but I removed the texture file and the behavior is the
> > same.
> >
> > Is there an issue with processing this many (non-hierarchical)
> PagedLOD's at
> > a time? What accounts for the massive cull time? Thanks for an insight
> > anyone can provide. -gw
> >
> > --
> > Glenn Waldron : Pelican Mapping : http://pelicanmapping.com
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/
> >
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>



-- 
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com

<<winmail.dat>>

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