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 > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org