Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-11-03 Thread J.P. Delport
Hi, Andrew Burnett-Thompson wrote: Sorry to butt in the conversation here, but I also am working on an app with memory issues and we are considering Paged LOD. For a scene with millions of objects, won't there be a huge performance hit as geometry is loaded/unloaded? possibly, but if you c

Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-11-03 Thread J.P. Delport
Hi Angus, Angus Lau wrote: Hi, Thank you for both of your help. It seems that PagedLOD is what I need to use to reduce CPU memory usage. I have tried to use PagedLOD briefly before, but I am not clear how I can make PagedLOD unload the unused child nodes once those child nodes are loaded. It se

Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-11-03 Thread Angus Lau
Hi, Thank you for both of your help. It seems that PagedLOD is what I need to use to reduce CPU memory usage. I have tried to use PagedLOD briefly before, but I am not clear how I can make PagedLOD unload the unused child nodes once those child nodes are loaded. It seems that my PagedLOD nodes

Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-11-03 Thread Andrew Burnett-Thompson
Sorry to butt in the conversation here, but I also am working on an app with memory issues and we are considering Paged LOD. For a scene with millions of objects, won't there be a huge performance hit as geometry is loaded/unloaded? I imagine the sort of scene like a city scape where detail is co

Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-11-02 Thread J.P. Delport
Hi, Angus Lau wrote: Hi, Thank you for your suggestions! I think the scribe effect is probably what I want for selection. You mentioned something about unreferencing data on the CPU side once it is uploaded. I am quite interested in this. Could you please give me more details? A search for "

Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-11-02 Thread Angus Lau
Hi, Thank you for your suggestions! I think the scribe effect is probably what I want for selection. You mentioned something about unreferencing data on the CPU side once it is uploaded. I am quite interested in this. Could you please give me more details? Honestly speaking, the 2 million poin

Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-10-29 Thread J.P. Delport
Hi Angus, Angus Lau wrote: Hi, Thank you for your help. I would like to show as many lines and points as possible at one time. Since some lines and points are clustered together, I am thinking about using LOD, PagedLOD, Impostor, or something similar to make culling and drawing take less time,

Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-10-29 Thread Angus Lau
Hi, Thank you for your help. I would like to show as many lines and points as possible at one time. Since some lines and points are clustered together, I am thinking about using LOD, PagedLOD, Impostor, or something similar to make culling and drawing take less time, but my viewer is actually a

Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-10-29 Thread J.P. Delport
Hi, how much of this dataset do you want visible at one time? jp Angus Lau wrote: Hi, I am trying to build a viewer that can display millions of points and lines. How should I organize or structure the scene graph to maximize the performance and minimize the memory usage? Thank you! Cheer

[osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-10-29 Thread Angus Lau
Hi, I am trying to build a viewer that can display millions of points and lines. How should I organize or structure the scene graph to maximize the performance and minimize the memory usage? Thank you! Cheers, Angus -- Read this topic online here: http://forum.openscenegraph.o