On Mon, Sep 3, 2012 at 11:58 PM, Stuart Buchanan wrote:
> I've (finally) managed to get a prototype running using an instantiation
> of a shared geometry rather than a huge single object per tile.
>
> So far the results are promising. My standard test is at KSFO with the
> c172p, waiting until the
On Thu, Aug 9, 2012 at 10:46 AM, Stuart Buchanan wrote:
> For performance reasons, all the buildings within a tile are a single
> object. The memory capacity could be addressed by changing the
> implementation to something closer to the trees, where a (relatively)
> small number of buildings are i
On Mon, Aug 13, 2012 at 7:40 PM, James Turner wrote:
>
> On 11 Aug 2012, at 18:21, Tim Moore wrote:
>
>> This is what osg::PagedLOD does, though we often forget that the
>> paging of the higher LODs is triggered in the cull phase.
>>> I can't recall what scene modifications are / are not permitted
On 11 Aug 2012, at 18:21, Tim Moore wrote:
> This is what osg::PagedLOD does, though we often forget that the
> paging of the higher LODs is triggered in the cull phase.
>> I can't recall what scene modifications are / are not permitted inside a
>> cull-callbacl, however.
> You would want to let
On Fri, Aug 10, 2012 at 12:50 PM, James Turner wrote:
>
> On 9 Aug 2012, at 21:49, Stuart Buchanan wrote:
>
Do we have any ideas addressing these issues?
>
> Random thought, hopefully someone with more OSG knowledge can confirm or deny:
>
> Can we create the geometry (and unload it) in the cu
On 9 Aug 2012, at 21:49, Stuart Buchanan wrote:
>>> Do we have any ideas addressing these issues?
Random thought, hopefully someone with more OSG knowledge can confirm or deny:
Can we create the geometry (and unload it) in the cull-callback? I.e set an
appropriate bounding volume for the LOD n
On Thu, Aug 9, 2012 at 10:46 AM, Stuart Buchanan wrote:
> On Thu, Aug 9, 2012 at 10:06 AM, Renk Thorsten wrote:
>> Both options, random buildings and a realistic view range, are in my view
>> extremely cool as long as you know what you are doing with them, and I don't
>> really want to abandon e
On Thu, Aug 9, 2012 at 10:06 AM, Renk Thorsten wrote:
> Both options, random buildings and a realistic view range, are in my view
> extremely cool as long as you know what you are doing with them, and I don't
> really want to abandon either. But I suspect their combination (combined with
> other
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