Hi Yura,
Hi,

Quads are unique and images are different.
Sorry but I cant make screenshot of real images because of author. It is just 
like big puzzle. This is editor, and user decides how many objects can be.
I am using PagedLods to draw images and have no problem with memory. I have 
problem with moving a lot of nodes by user input. If I put put them into matrix 
i can move only it. This is fast but i need to move nodes to another group. 
Maybe I can use NodeCallback?

I think you need to think outside of the box here. There is more than one way to draw a collection of quads. You could render them as a big vertex array or even instanced and modify the sub-region of your vertex buffer/instance matrices instead of moving individual nodes around. If you need individual texturing, that still could be done via texture arrays or atlas-texturing.

If you absolutely want to keep them in your tree-structure you can still keep duplicates and simply turn them off by setting an appropriate node-mask (copy them to the new transform and disable drawing in the original group), As a second step you could periodically sort the child vectors by the nodemask and batch-remove non-drawn childs from it (this is faster, since sorting doesn't need to resize the vector and removing a contiguous number of elements from the end of a vector is essentially free).

You could also apply the sort-prune algorithm in a custom osg::Group which will mark elements to be deleted instead of directly removing them. In the update phase it then could efficiently batch-sort and remove.

Anyways, this all theory as it still unclear what you want to achieve with your puzzle. We need more details or a small example to look at. If you cannot present the work, try to create a minimal example to demonstrate the problem (as a compilable example, so lazy people like me will take an actual look at it)

Cheers
Sebastian





Thank you!

Cheers,
Yura

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70724#70724





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