David Angelo wrote: > Since the resulting mesh will be pretty big and may not fit in the > texture memory (I also have to share resources with a ravenous volume > renderer), my first thought was using a continious LOD (no popping) > approach. Does anybody have experience with such an algorithm? This > algorithm may also be interesting for VPB.
Most CLOD algorithms dislike holes. I know Robert's preference in VPB is to avoid CLOD in favor of discrete LODs (DLOD?). CLODs require dynamic geometries and discrete LODs require only the shoving of big chunks of triangles around. On-GPU CLOD might be a nice approach, but the DLOD approach has served very well with current graphics hardware that might bottleneck on CPU-served CLOD geometry. Whether CLOD or DLOD, You might consider filling the holes in your dataset with interpolated values, then using texturing to knock visible holes into the surface. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org