Re: [osg-users] PagedLOD glitches

2016-09-04 Thread Robert Osfield
On 3 September 2016 at 22:56, Andreas Ekstrand wrote: > Thanks, Robert and Chris! I built the quadtree myself and I had indeed > messed up the scene graph. Doing everything by the book works much better, > it runs smoothly now. That's great to hear. Robert.

Re: [osg-users] PagedLOD glitches

2016-09-03 Thread Andreas Ekstrand
Thanks, Robert and Chris! I built the quadtree myself and I had indeed messed up the scene graph. Doing everything by the book works much better, it runs smoothly now. Regards, Andreas On 2016-08-26 17:35, Chris Hanson wrote: Yeah, something's not right with your scene graph. You shouldn't

Re: [osg-users] PagedLOD glitches

2016-08-26 Thread Chris Hanson
Yeah, something's not right with your scene graph. You shouldn't see that behavior if your PagedLODs are structured correctly. You might add some debugging messages to determine what is happening in the PagedLOD node that contains the geometry that disappears in #2, as it must be switching to

Re: [osg-users] PagedLOD glitches

2016-08-26 Thread Robert Osfield
Hi Andreas, The PagedLOD is designed to only switch to a higher level of detail once that level of detail is merged, it'll fallback automatically to next highest level of detail automatically until this happens. This "should" mean that you never get gaps where neither LOD is available. I've

Re: [osg-users] PagedLOD glitches

2016-08-26 Thread Andreas Ekstrand
Hi Robert, The glitches are purely visual. I have no overlapping ranges, my problem is the opposite - when I'm moving towards a level and the range switches, it takes a while to load the high level and the low level is switched off. While loading, there is just empty space for a while until

Re: [osg-users] PagedLOD glitches

2016-08-26 Thread Robert Osfield
Hi Andreas, On 26 August 2016 at 12:09, Andreas Ekstrand wrote: > Is there any way to avoid glitches in the PagedLOD during loading of the > higher level after the lower level has switched out? Are we talking just a visual glitch or a frame rate drop, or both? >