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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