HI Bruno, osg::ClipNode is simply a way of position OpenGL clipping planes, it does no CPU culling what so ever, its purly clipping of OpenGL primitive down on the GPU. Using ClipNode will probably harm performance unless you're fill limited by these trees, which is very unlikely.
By fat the better approach is place LOD's above groups of trees, and let the LOD cull out the trees, this will accelerate the cull and draw. The way to do it is to partition your forests up in local groups of say 25 to 250 trees then place LOD's above these. Tree different granularity of partitioning to see what works best for your dataset. Robert. On 4/14/07, Bruno Fanini <[EMAIL PROTECTED]> wrote:
Hi all osgusers, I've set a paged terrain and a Billboard (or many) containing HUGE amount of trees. The ClipNode holding the billboard has a plane that is computed depending on camera position & orientation, so basically trees are clipped out after a certain distance. The plane works, but not as I expected: clipped trees (not visible) seem to be still computed, so there no gain and I get low FPS. Is it wrong to use ClipNode in that situation? Should I use other solutions? -- Bruno Fanini ===================================================== Graduated Student in Computer Science @ Bologna University (Italy) WEB :: http://phoenixart.altervista.org _______________________________________________ osg-users mailing list [EMAIL PROTECTED] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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