On 9/20/2011 7:32 AM, Marcus Rabe wrote:
This was again a little bit faster but was not enough.
Than I used LODNodes:


Code:
osg::ref_ptr<osg::Node>  lodLevel3 = originalGeode;
osg::ref_ptr<osg::Node>  lodLevel2 = dynamic_cast<osg::Node*>( 
lodLevel3->clone( osg::CopyOp::DEEP_COPY_ALL ) );
osg::ref_ptr<osg::Node>  lodLevel1 = dynamic_cast<osg::Node*>( 
lodLevel3->clone( osg::CopyOp::DEEP_COPY_ALL ) );

osg::ref_ptr<osg::LOD>  lodNode = new osg::LOD();
lodNode->addChild( cowLevel1.get(), 200.0f, 20000.0f );
lodNode->addChild( cowLevel2.get(), 50.0f, 200.0f );
lodNode->addChild( cowLevel3.get(), 0.0f, 50.0f );

I don't see where you are reducing the geometry/complexity of the lower LOD nodes. If you're not doing that, then LOD won't help you; it would still draw the full resolution regardless of your eye distance / pixel size.

I read somewhere that OSG supports frustum culling by default but it seems that 
this is not working. Because when I am driving in the small city the peformance 
is perfect and when I am loading more city structure to the scene and drive 
thru the same city part it is horrible lame (but you see on the screen the same 
polygones like in the small city)

My open scene graph looks like this:


Code:
root
+-scene objects
| +-trafficSigns
| +-trafficLight
| +-triggerObjects
+-city root
| +-roads
| | +-road geode1
| | +-road geode2
| | +-road geode3
| | +-road geode4...
| +-houses
| | +-house geode1
| | +-house geode2
| | +-house geode3
| | +-house geode4...
| +-trees
| | +-tree geode1...
| +-...
+-lights
| +-light souce..
+-HUD geode

Scene graphs do frustum cull, OSG included. It's the reason that scene graphs exist. But currently you have a rather flat organization, resulting in O(n) performance. You should try organizing your scene graph in more of a spatial quad tree (for example) to achieve O(log(n)) performance. (This all assume your scene graph is cull limited...)
   -Paul




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