Hi Mike,

My guess is you could probably use a vertex shader to combine you
compute your scaling required for sprites.

Robert.

On Fri, Oct 24, 2008 at 2:26 PM, Mike Greene <[EMAIL PROTECTED]> wrote:
> Robert Osfield wrote:
>
> Hi Mike,
>
> Um... I guess you haven't read the thread about managing ten's of
> thousands of osg::Box's yesterday....
>
> So go read the last two days emails as a back ground.
>
> In the case of sphere's I'd see if you can get away with point
> sprites, if you can then this will be the most efficient way forward.
> Personally I'd create a set of osg::Geometry containing as many points
> as you have targets, or perhaps even just one to be lazy, and then use
> point sprites to make this points/or textured targets.  Then just
> update the positions of the points per frame when required.
>
> Robert.
>
> Actually, I did read the previous posts. My problem is that I have to
> dynamically scale the spheres (ellipsoids) as they are representing actual
> 3D error covariance values that change depending on the number of hits made
> by the sensor (they typically start out large and get smaller as more
> accurate measurements are made). And, I have both a "in the truck view" and
> a "God's Eye view", so the appeance of the ellipsoids will change depending
> on viewing angle. Would sprites work for this case? I may be out of luck in
> speeding this up, but just wanted to make sure that there was not a more
> efficient way that I'm missing.
>
> Mike Greene
>
>
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