Hi Eric,

[EMAIL PROTECTED] wrote:
> Hello all,
>  I've been working with the SplitGraphOp and have a few questions on 
> it's intended use and expected behavior.
> 
> Questions:
> 1) does RenderAction::setVolumeDrawing(true) ignore the bounding volume 
> of geometries, if so, how do I visualize the bounding volumes of an 
> object after it has run through SplitGraphOp.

Hm, it should draw them.

> 2) are there known limitations/problems/errors with using SplitGraphOp 
> on very large models? With OBJ files? VRML files? I get different 
> results depending on whether the model was loaded as VRML or OBJ (at 
> least in terms of what setVolumeDrawing() shows).

It does eat up quite a bit of memory, but it should be repeatable. Concerning 
OBJ vs VRML: the scene graphs of OBJ and VRML files looks different 
(MaterialGroups etc), so I wouldn't be surprised to see some differences.

> 3) when I turn on volume drawing I get a brown/yellow box moving around 
> my scene wildly and seems to be attached to the camera but not identical 
> to it. what does this color represent? It looks like some form of 
> frustum. (see attached)

That's supposed to be the frustum, yes, but apparently it's not rendered in the 
right position. Not sure what's wrong there, but I don't want to spend time 
fixing it right now (too much going on).

> Background:
> 
>  I have several large models from Pascall Mueller's site 
> (http://www.vision.ee.ethz.ch/~pmueller/wiki/CityEngine/DownloadModelsPompeii).
>  
> I would like to break up these models using SplitGraphOp to make use of 
> frustum and occlusion culling. when I run SplitGraphOp on them, the 
> number of occlusion tests never go above 1, and the number of nodes 
> drawn is a little higher (7nodes vs. 28nodes). Sadly, the # of nodes 
> doesn't represent my "max_polygon" value nor does the # of nodes drawn 
> change during runtime as I add/remove things from view.
> 
> Using the OpenSG Traversal example, it states that the # of nodes 
> before/after is the same for this model. So, I tried a simpler model, a 
> tessellated sphere loaded from file, and received slightly different 
> results. It ocassionally broke up the object into many parts, but the 
> drawn volumes didn't update. I still had only one bounding box drawn.
> 
> How have others approached such a scenario? Any insight would be greatly 
> appreciated.

That's what the SplitGraphOp is meant for, but sadly it has not gotten a lot of 
exercise since it's initial writing many years ago, so I would not be too 
surprised if it didn't quite work the way it's expected. I tried it on the 
Pompeii models and I found the problem there: the SGO didn't do anything if the 
root node was a leaf. I fixed that (committed).

Hope it helps

        Dirk


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