Hi,
Andrew Burnett-Thompson wrote:
Sorry to butt in the conversation here, but I also am working on an app
with memory issues and we are considering Paged LOD.
For a scene with millions of objects, won't there be a huge performance
hit as geometry is loaded/unloaded?
possibly, but if you can't fit everything into memory at once you have
to load/unload something. The PagedLOD is able to cope with terabyte
sized terrain databases with millions of files at interactive rates, so
it seems possible.
I imagine the sort of scene like a city scape where detail is controlled
very nicely. That's good as occlusion means not too many things will be
visible at any one time.
Yes, it also helps when e.g. 95%+ of an earth database is outside the
field of view and can be culled :)
However what in the case of points and lines as the user above has
posted? Surely in this case loads will be visible at once, there will be
no occlusion, and if you sweep around with the camera, literally
thousands of objects will get paged in/out?
You are right in expecting that different types of scenes might require
different paging stategies.
jp
BTW I'm no PagedLOD expert, just a user.
Or am I being a complete noob and interpreting the way PagedLOD works?
Cheers!
Andrew
On Tue, Nov 3, 2009 at 8:36 PM, Angus Lau <angus....@safe.com
<mailto:angus....@safe.com>> wrote:
Hi,
Thank you for both of your help. It seems that PagedLOD is what I
need to use to reduce CPU memory usage. I have tried to use PagedLOD
briefly before, but I am not clear how I can make PagedLOD unload
the unused child nodes once those child nodes are loaded. It seems
that my PagedLOD nodes do not remove the nodes once it creates the
child nodes. Could you please give me some explanation about the
proper way of using it??
Thank you!
Cheers,
Angus
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