Hi David, I wrote OccluderNode back in 2002 and haven't really touched it much since, we get very few questions about it so I presume it isn't widely used.
The original goal of OccludeNode was for a small number of large occludes to be placed in city scenes to cull out data when the eye point is at ground level i,e cars/pedestrians. The technique only works well for large occluders relative to the size of objects being culled. So think an occluder geometry that goes down the centre of a block of flats, ideally whole streets in one occluder geometry. Having lots of separate occluders is costly performance wise and is ineffective at culling as objects have to be wholly within a single occluder for it to work. There are plenty of other ways to optimize databases, I don't know how good your database is to start with or what knowledge you have of the various techniques you can use. Lots has been discussed over the years about optimization so I won't start a lecture now Robert. On 31 May 2018 at 16:00, David Heitbrink <david-heitbr...@uiowa.edu> wrote: > I am using OccluderNode: > for each "building" in config file{ > auto &pnt_pair = vecs[i]; > osg::OccluderNode* onode = new osg::OccluderNode(); > osg::ConvexPlanarOccluder* occl = new osg::ConvexPlanarOccluder(); > osg::ConvexPlanarPolygon& polly = occl->getOccluder(); > > vector<osg::Vec3> pnts; > ... get pnts from current building in custom config file > ... most often 4 points > > > for (unsigned int j =0; j < pnts.size(); j++){ > polly.add(pnts[j]); > } > > onode->setOccluder(occl); > m_group->addChild(onode); > } > > The performance without the occluders is bad. Basically the rendering of > buildings is not bad, its pretty quick even without the occluders. Where we > get in trouble is with the parked cars, pedestrians and various scene > clutter. These are relatively small objects, and lots of them have > transparency. > > We want to add some form of OIT which should help us to avoid having some > many depth sorted objects, but we are not there yet. > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=73903#73903 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org