Hi Alberto,

There is no automated tool for split geometry up.  Rather the opposite
- in the osgUtil::Optimizer then is passes there merge geometry for
the purposes of improving performance :-)

For different models there will be different sweet spots for scene
graph granularity.  In general graphic hardware these days copes very
well with high polygon counts so coarser grained is often best, but
not too coarse grained though... but whats the sweet spot... ooh
database dependent again :-)

Good performance benchmarking procedures is critical to answer the
question of what the sweet spots might be.

Robert.

On 6/29/07, Alberto Luaces <[EMAIL PROTECTED]> wrote:
El Jueves 28 Junio 2007, Paul Kahler escribió:
> Or more simply, what does OSG do to skip rendering objects obstructed by
> other objects?

Detouring a bit the topic from culling occluded objects to frustum-culling
objects:

Is there any common procedure (with OSG) to split large objects in smaller
pieces in order to increase the performance of the frustum culling? I'm not
thinking here about terrain objects, but any kind of object as buildings,
parts of machinery... that can be "broken" into pieces so I can later make an
octree scene from them.

I don't think it is a hard task to do myself, but I prefer to ask first to see
if it is already done :)

Alberto
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