If you are achieving .01ms with your current hardware and model, and you
are happy with that, by ALL means, you should not put further effort into
it.
I remarked as much for other's benefit and for those who might read the
thread in the future and wonder about strategies for working with more
Hi Chris Hanson,
thank you for your suggestion and your advanced solution.
However, the Robert Osfield's answer solved completely issues concerning my
unclear question.
At the moment i find very hard to improve (using my equipment) performance
beyond 0.01 ms.
Anyway, i will take in
Here's one take on the matter:
http://ogldev.atspace.co.uk/www/tutorial29/tutorial29.html
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Do you only need drawable-level discrimination? You can spend a lot of
effort intersection testing each polygon on the CPU. You can also offload a
lot of the work onto the GPU, but OSG doesn't do this for you. If you only
need the ray hit closest to the Eye, you can also use a variant of Picking
Hi Robert,
thank you for your suggestion.
After using of :
osgDB::Registry::instance()->setBuildKdTreesHint(osgDB::Options::BUILD_KDTREES);
and
osgUtil::IntersectionVisitor iv(intersector.get());
iv.setUseKdTreeWhenAvailable(true);
intersector visitor performances are good again.
Now, the
Hi Andrea,
The osg::KdTree is design for the purpose of accelerating intersection
testing. What you need to do is run the KdTreeBuilder visitor on your
subgraph to generate KdTree for each osg::Geometry in the subgraph, these
then get assigned automaticaly to each osg::Geometry as a Shape. The
Hello everyone,
i spent my last weeks to find a reasonable cause concerning
osgUtil::LineSegmentIntersector on some osgt file.
In detail, i would like to identify objects in the scene, using line isector
(ray casting) starting from a certain point with a ray of 3 meter length .
Following the
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