Hi,

I have been working on a minecraft world viewer for a while, and most of my 
work has been done in Ogre3D, as this library is what I am most familiar with. 

However, it is pretty clear that Ogre just can't go fast enough with my 
specific use case - it sets so much redundant state per batch that a large 
number of terrain tiles/chunks slow it to a crawl, and it has no 
straightforward way to create/update a smaller number of terrain chunks that 
can be run from a separate thread, which means a small number of large batches 
introduce long rendering stalls.

I am considering simply writing a renderer in raw openGL, but i do like the 
convenience of a slightly higher-level interface, especially when it comes to 
integrating features like adanced lighting/shadows, physics and animated 
characters on top of my terrain.

How suitable will OpenSceneGraph be for this kind of task? - i would have up to 
5 million triangles visible at once (though a large number of these will be 
overdrawn) , and this dataset could be split into arbitrary-sized chunks, to 
optimise batch size. The triangles are textured with a single 'atlas' texture, 
and the vertices are specified in their final global coordinate locations, so 
no transforms are needed for each chunk. I pretty much have CPU to burn for 
state-sorting and culling.

Basically, does OSG have features for:

a) updating OpenGL buffers/arrays in a separate thread
b) optimised rendering by eliminating unnecessary state changes, compared to 
something like Ogre3d


Thank you!

Cheers,
Pete

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=47573#47573





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