Re: [osg-users] NodeVisitor - how fast can it be ?

2009-01-12 Thread Robert Osfield
Hi Validimir, How are you planning on determining the presence of water? Does the model already have some kinda of identifier? Is the water a distinct chunk of geometry? When you say you one big Terrain Node what exact do you mean? As a general note, I'd have to say that I would tackle this ty

Re: [osg-users] NodeVisitor - how fast can it be ?

2009-01-11 Thread Ralf Stokholm
Hi Vladimir Im guessing you would still have a problem regarding costal areas, my bet would be that you would have many nodes that contain both water and land. Im guessing you should find a way to treat this on the pixel level. Either by encoding it in the texture or elevation data, or by using

Re: [osg-users] NodeVisitor - how fast can it be ?

2009-01-11 Thread Jean-Sébastien Guay
Hello Vladimir, So I wrote NodeVisitor that returns a NodeList of nodes that matching a certain name. But I'm afraid such approach is far not the best (and definitely not so fast, because in depth there's a strcomp() somewhere). Well, if your NodeVisitor runs in the frame loop of course it'

[osg-users] NodeVisitor - how fast can it be ?

2009-01-11 Thread Vladimir Karmisin
Hello ! My name is Vladimir, and I'm a very newbie to OSG. I'm developing a shader-based water effect for FlightGear flight simulator, and now fighting with a little problem. Since in FlightGear we don't have a difference from Ground and Water (in fact it's one big Terrain Node), I have to use Node