Hello All,
I have been trying to get my scenes to run faster, balancing my scene graphs
using LOD. I use quite a bit of UV mapping in my models, and they can be
fairly high res because I want them to look good up close. There are
usually several instances of the same model in the scene, all
Hi Rick,
The most efficient LOD's will be the ones created by specialist tools,
or even a decent modeller. The aim of the lower level of details
subgraphs would be to represent the subgraph with less of everything -
less nodes, less separate state, less geometry, smaller textures,
simpler
than 500x500
pixels.
Hope that helps.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Thursday, July 10, 2008 7:09 AM
To: OpenSceneGraph Users
Subject: [osg-users] When optimizing with LOD changes,should I change UV map
resolutions
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*From:* [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] *On Behalf Of *
[EMAIL PROTECTED]
*Sent:* Thursday, July 10, 2008 7:09 AM
*To:* OpenSceneGraph Users
*Subject:* [osg-users] When optimizing with LOD changes,should I change UV
map resolutions?
Hello All,
I have been
On Thu, Jul 10, 2008 at 5:13 PM, Rick Pingry [EMAIL PROTECTED] wrote:
Wow, the ability to limit the maximum texture memory sounds like it would
really help. What/where might I find that environment variable?
You can list the env vars by doing:
osgviewer --help-env
One of the entries will
10, 2008 10:14 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] When optimizing with LOD changes,should I
change UV map resolutions?
Wow, the ability to limit the maximum texture memory sounds like it
would really help. What/where might I find
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