Hi Robert,
I tend to agree; however, I'm looking to do some image quality
comparisons (compared to one of our methods) for a research paper. I
don't have much time left before the submission deadline, so I was
hoping for some quick, out-of-the-box method... I know how most of these
methods wo
Hi Ferdi,
The VirtualTerrainProject adds a number of continuously level of
detail implementations on top of the OSG so you could look at this for
inspiration.
Personally I feel that doing meshing per frame on the CPU is had it's
day, and graphics hardware is better driven using data that is
downl
Yes, like progressive mesh. Which example would that be then? Basically
something with a tree stucture of ever finer polygons, that decides at
runtime when to stop traversing the tree (usually when a polygon
projects to a single pixel)
Sukender wrote:
Le Fri, 05 Dec 2008 00:26:43 +0100, Ferdi
Le Fri, 05 Dec 2008 00:26:43 +0100, Ferdi Smit <[EMAIL PROTECTED]> a écrit:
> Quick question: is there an (out-of-the-box) osg program/nodekit that
> does dynamic level-of-detail? I just want to run some comparisons on
> image quality, so all it has to do is dynamically decimate a very large
> sin
Quick question: is there an (out-of-the-box) osg program/nodekit that
does dynamic level-of-detail? I just want to run some comparisons on
image quality, so all it has to do is dynamically decimate a very large
single-object model (possibly with a preprocessed tree structure, of
course), as opp
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