The paging and rendering system are our own, the paging system uses a seperate thread to load the terrain and create the drawables. I know the threading isn't the issue as this problem was around before the threading was put in. The renderer is just a brute force terrain renderer at the moment, once the arrays have been sent to osg, it does nothing more to modify or insert anything in each drawable.
To give an example, if I make our cull callback function always return false I get a steady framerate right from the beginning even though it's low, mid 30's for about 15M polys, soon as i put the culling back in the framerate jumps up to 100+ so i know the culling is working, but then it slows down and jumps while i look around for the first time. So thats how i narrowed it down to the cull function, but maybe it's something else i'm doing wrong? This is the code i'm using to cull each drawable SRTMDrawable *srtm = dynamic_cast<SRTMDrawable *>(drawable); osg::BoundingBox bbox = srtm->getBound(); return state->getViewFrustum().contains(bbox); To give an idea of what the scenegraph looks like I'm doing this: RootNode ------------> SceneNode(translation matrix for the tile to position it) -----------> geode -------> Drawable(terrain tile, uses setvertexarray, settexcoordarray and addprimitiveset) and each tile gets it's own scenenode under the root node. Thanks Again, Chris On 5/31/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Chris, I don't know what the issue is. Is this paging system in any way related to the standard OSG paging support via PagedLOD and DatabasePager? These load balance for you, both in managing the about of OpenGL objects download as well as removing expired subgraphs. Robert. On 5/31/07, Chris Ferrer <[EMAIL PROTECTED]> wrote: > I'm using a terrain tile paging system that sets each tile to it's own > drawable. I've implemented the cull callback function to simply check the > bounding box of the tile against the frustum and return false/true > accordingly. > > However once my terrain is loaded from the disk and I begin to look around > it starts to slow down as if it's loading the tiles that are in the current > view space and it continues this as i look around until I've completely seen > every tile in the camera space, then it works just fine without any slow > down. > > Is there something i'm missing to force the drawables to load into > osg/opengl after i've sent the vertices, texture and indice arrays over, or > is there something else i need to do? > > Thanks in advance, > Chris > _______________________________________________ > osg-users mailing list > osg-users@openscenegraph.net > 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/
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