Chase, The pager will automatically register PagedLODs that occur in subgraphs it pages in. So you really only need to do it manually at the top level. -gw
On 3/28/07, Bradford, Chase <[EMAIL PROTECTED]> wrote:
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/ > > > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
-- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com
_______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
