Hello Andrew,
I am trying to implement something like this, in order to compute hit
tests on a line. I don't need to know which objects intersected the
line, or get a list of objects/intersections out, just need to know "Is
there an intersection or not".
The original posts are included below
This is an old thread I found when I was searching. It may not be in the
forums so I have included the original text below as a quote.
I am trying to implement something like this, in order to compute hit tests
on a line. I don't need to know which objects intersected the line, or get a
list of ob
Hello Peter,
However my
question was really whether something like this already existed in OSG,
to which the answer is no.
Indeed. And in your use case I agree that a kd-tree would be pretty
efficient. Perhaps we could have a scheme where kd-trees can be turned
on or off for particular subg
Robert Osfield wrote:
If your data is stored in a flat group the osgUtil::Optimizer
spatialize groups visitor will be able to build a quad tree for you.
Oh excellent, just what I had in mind :-)
Thanks,
Peter
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On Fri, Apr 24, 2009 at 7:45 PM, Peter Amstutz
wrote:
> Hi Jean-Sébastien,
>
> Jean-Sébastien Guay wrote:
>>
>> So the answer IMHO would be that in any case, you will want to try and
>> build a good scene graph (both for culling performance and intersection
>> performance). Whether you want to mak
Hi Jean-Sébastien,
Jean-Sébastien Guay wrote:
So the answer IMHO would be that in any case, you will want to try and
build a good scene graph (both for culling performance and
intersection performance). Whether you want to make a global kd-tree
for the whole scene will depend on how dynamic yo
Hi Peter,
On Fri, Apr 24, 2009 at 6:21 PM, Peter Amstutz
wrote:
> A couple of other questions related to intersection performance:
>
> 1) The current KdTree implementation is just for sorting triangle geometry
> at node leaves. Perhaps it would be useful to to have a KdTree organize the
> scene
Hello Peter,
Funny that there are so many intersection questions lately.
1) The current KdTree implementation is just for sorting triangle
geometry at node leaves. Perhaps it would be useful to to have a KdTree
organize the scene graph nodes themselves, based on bounding volumes?
Or are bou
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