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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47573#47573 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org