On 11/7/06, Simon Haegler <[EMAIL PROTECTED]> wrote:
It uses OpenSG's bounding volume for the object in object space. That is transformed to screen space. Anyways, the amount of screen real estate that is calculated will be more than the object would unless it is a box. These tests are not meant to be precise. Just close enough to get a good estimate(and as quickly as possible).
-Dan
hi daniel
> As for the algorithm I used, I took the knowledge I had gained working
> on the occlusion culling for 2.0 and used it to create the algorithm for
> switching LODs. It basically takes into account how much screen size an
> objects bounding box would take up and also how fast the triangles
> degrade within the node. It seems to work pretty well and the objects
> that are taking up the most screen real estate are always rendered in
> high detail.
i took a look at the new code, nice work. in ScreenLOD::render(Action *action),
you compute the bounding rectangle of the projected, axis-aligned bounding box.
did you try other methods? e.g., i am curious how very long and thin objects
perform. unfortunately, i am currently working on 1.x cvs, so i cannot easily
try it out.
It uses OpenSG's bounding volume for the object in object space. That is transformed to screen space. Anyways, the amount of screen real estate that is calculated will be more than the object would unless it is a box. These tests are not meant to be precise. Just close enough to get a good estimate(and as quickly as possible).
-Dan
--
Daniel E. Shipton
Software Engineer, Infiscape Corp.
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