Hi,
Is there any way to avoid glitches in the PagedLOD during loading of the
higher level after the lower level has switched out? When flying over my
quad-tree terrain the tiles are flickering and the background color is
visible a short while before the higher level has been loaded.
One can
Hi Andreas,
On 26 August 2016 at 12:09, Andreas Ekstrand
wrote:
> Is there any way to avoid glitches in the PagedLOD during loading of the
> higher level after the lower level has switched out?
Are we talking just a visual glitch or a frame rate drop, or both?
> When flying over my
> quad-tree
Hi Robert,
The glitches are purely visual. I have no overlapping ranges, my problem
is the opposite - when I'm moving towards a level and the range
switches, it takes a while to load the high level and the low level is
switched off. While loading, there is just empty space for a while until
t
Hi Andreas,
The PagedLOD is designed to only switch to a higher level of detail
once that level of detail is merged, it'll fallback automatically to
next highest level of detail automatically until this happens. This
"should" mean that you never get gaps where neither LOD is available.
I've done
Yeah, something's not right with your scene graph. You shouldn't see that
behavior if your PagedLODs are structured correctly.
You might add some debugging messages to determine what is happening in the
PagedLOD node that contains the geometry that disappears in #2, as it must
be switching to SOME
Thanks, Robert and Chris! I built the quadtree myself and I had indeed
messed up the scene graph. Doing everything by the book works much
better, it runs smoothly now.
Regards,
Andreas
On 2016-08-26 17:35, Chris Hanson wrote:
Yeah, something's not right with your scene graph. You shouldn't se
On 3 September 2016 at 22:56, Andreas Ekstrand
wrote:
> Thanks, Robert and Chris! I built the quadtree myself and I had indeed
> messed up the scene graph. Doing everything by the book works much better,
> it runs smoothly now.
That's great to hear.
Robert.
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