Yes, like progressive mesh. Which example would that be then? Basically
something with a tree stucture of ever finer polygons, that decides at
runtime when to stop traversing the tree (usually when a polygon
projects to a single pixel)
Sukender wrote:
Le Fri, 05 Dec 2008 00:26:43 +0100, Ferdi Smit <[EMAIL PROTECTED]> a écrit:
Quick question: is there an (out-of-the-box) osg program/nodekit that
does dynamic level-of-detail? I just want to run some comparisons on
image quality, so all it has to do is dynamically decimate a very large
single-object model (possibly with a preprocessed tree structure, of
course), as opposed to do doing it statically beforehand and then
choosing one. I know osg can do that based on distance etc, but that's
not what I'm after.
Hi Ferdi,
Do you mean you're after something like progressive mesh ?
See examples :)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
--
Regards,
Ferdi Smit
INS3 Visualization and 3D Interfaces
CWI Amsterdam, The Netherlands
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org