Hi Armin,
Essentially the scene graph is a one-for-one representation of my DOM. Each
individual object can be edited, or its attributes changed.
The DOM can be a small number of geometrically "complex" objects - this
causes no performance problems as the geometry "leafs" are large
geometrical
Iterating over the 5000 children would be pretty slow - what if you could
discard some of these children without even looking at them? A hierarchy of
sorts, where you can ignore large swaths of those children, would help...
Consider, for example, using a k-d tree:
http://www.openscenegraph.org/inde
Hi,
I was wondering what the best practices are for dealing with a complex
scene graph where a single osg::Group might have , say, 5000 children where
each child is fairly simple osg::Geom geometry. Clearly, this is
inefficient and draws slowly.
So obviously, compiling/collecting the geometry in
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