The pager does not automatically register the PagedLODs in certain cases. Registering of paged lods happens before the viewer starts updating. Thus, if you load a model after the viewer is already updating, you must register the paged lods for it, also.
Zach _____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Glenn Waldron Sent: Wednesday, March 28, 2007 11:44 To: osg users Subject: Re: [osg-users] Performance issue with PagedLODs 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 > > osg-users@openscenegraph.net > > http://openscenegraph.net/mailman/listinfo/osg-users <http://openscenegraph.net/mailman/listinfo/osg-users> > > http://www.openscenegraph.org/ > > > _______________________________________________ > osg-users mailing list > osg-users@openscenegraph.net > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ <http://www.openscenegraph.org/> > -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com
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