Hi Bruno
 
I could be totally wrong ( no access to source right now), 
 
I thought the clip node was simply a method to manipulate one of the OGL
clip planes
and thus you data is still sent down the pipeline and clipped there, where
normal SG 
culling does this before you data is sent down the pipe line so I would no
expect clip 
nodes to help too much on FPS
 
or I could be just blowing smoke and in need of more beer and I should just
enjoy some 
good cask conditioned ale while I home on vacation :)
 

__________________________________________________________
Gordon Tomlinson 

Email   : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com 


__________________________________________________________

"Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival" 
-Master Tambo Tetsura 

 

  _____  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruno Fanini
Sent: 14 April 2007 15:27
To: OSG-Users
Subject: [osg-users] Clipped Geometry still computed with ClipNode?


Hi all osgusers,

I've set a paged terrain and a Billboard (or many) containing HUGE amount of
trees.
The ClipNode holding the billboard has a plane that is computed depending on
camera position & orientation, so basically trees are clipped out after a
certain distance. 

The plane works, but not as I expected: clipped trees (not visible) seem to
be still computed, so there no gain and I get low FPS.

Is it wrong to use ClipNode in that situation?
Should I use other solutions? 



-- 
Bruno Fanini
=====================================================
Graduated Student in Computer Science @ Bologna University (Italy)
WEB :: http://phoenixart.altervista.org 
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