Re: [osg-users] View Frustrum Culling

2008-08-20 Thread Robert Osfield
On Wed, Aug 20, 2008 at 2:09 AM, Ulrich Hertlein <[EMAIL PROTECTED]> wrote: > Check out osgSim::VisibilityGroup as well as PagedLOD. > They may already do what you need i.e. select the visible room and loading it. > > Something like VG -> P_LOD -> roomGroup That's a good suggestion that I missed.

Re: [osg-users] View Frustrum Culling

2008-08-19 Thread Ulrich Hertlein
Hello Hagen, Kaiser, Hagen wrote: > In my Application I have rooms and fixed camera-positions. >... > I once load all Objects in a room. Then I look whether the object is > visible from a camera-viewpoint. > I mark them in our database. > The next time I try to load a "Camera-Viewpoint" I don't ha

Re: [osg-users] View Frustrum Culling

2008-08-19 Thread Robert Osfield
Hi Hagen, It does sounds like paging would help you out - as it'll manage the loading of only visible items automatically. Creating a PagedLOD based database would allow you to keep you app simple, with no need for trying to be clever about picking what parts to load - it'll all come free as part

Re: [osg-users] View Frustrum Culling

2008-08-19 Thread Kaiser, Hagen
@paul: Yes indeed. Thank you for the tip. @Robert: In my Application I have rooms and fixed camera-positions. The Data I load in this application constist of loaded IVE-Files. Every loaded node is a single object, but is composed by some subnodes i dont care about. Because Im loading many many fil

Re: [osg-users] View Frustrum Culling

2008-08-03 Thread Robert Osfield
Hi Hagen, Could you not just using the OSG's built in osg::PagedLOD/osgDB::DatabasePager for managing the loading of your scene in a more balanced way? Robert. On Tue, Jul 29, 2008 at 8:56 AM, Kaiser, Hagen (CT) <[EMAIL PROTECTED]> wrote: > > Hello everyone, > > Maybe it sounds basic. > I have c

Re: [osg-users] View Frustrum Culling

2008-07-29 Thread Kaiser, Hagen (CT)
thing that is visible must be stored in the render-bins. // I am pretty sure you should be able to find some information in these structures which points you to your objects. } } }Cheers, Viggo Date: Tue, 29 Jul 2008 09:56:59 +0200From: [EMAIL PROTECTED]: [EMAIL PROTECTE

Re: [osg-users] View Frustrum Culling

2008-07-29 Thread Viggo Løvli
Date: Tue, 29 Jul 2008 09:56:59 +0200From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: [osg-users] View Frustrum Culling Hello everyone, Maybe it sounds basic. I have camera that will never change place. I have a database with one Object/onFile-Mapping. So next time I load my Scene id like to

[osg-users] View Frustrum Culling

2008-07-29 Thread Kaiser, Hagen (CT)
Hello everyone, Maybe it sounds basic. I have camera that will never change place. I have a database with one Object/onFile-Mapping. So next time I load my Scene id like to load only relevant Objects to shorten Loading time. Simple Task: I need to get a list of all VISIBLE Objects in the ViewFrus

Re: [osg-users] view-frustrum-culling problem in bigger scene

2008-04-21 Thread Robert Osfield
Hi Litingbaotou, On Mon, Apr 21, 2008 at 12:57 PM, litingbaotou <[EMAIL PROTECTED]> wrote: > Thanks for your advise, I think it's a near plan clipping problem. I've > tried change the near plan param in setProjectionMatrixAsPerspective () from > 0.01 to 1.0, but it didn't work. Could you give

Re: [osg-users] view-frustrum-culling problem in bigger scene

2008-04-21 Thread litingbaotou
problem? Thanks. litingbaotou 2008-04-21 发件人: Robert Osfield 发送时间: 2008-04-21 15:49:25 收件人: OpenSceneGraph Users 抄送: 主题: Re: [osg-users] view-frustrum-culling problem in bigger scene Hi Litingbaotou, I can only guess that either small feature culling or near plane clipping (done on the GPU) has

Re: [osg-users] view-frustrum-culling problem in bigger scene

2008-04-21 Thread Robert Osfield
Hi Litingbaotou, I can only guess that either small feature culling or near plane clipping (done on the GPU) has clipped out the geometry, the later being most probably the problem. Move the camera around and observer what happens - when you can see the plane and when you can't. Once you have a

[osg-users] view-frustrum-culling problem in bigger scene

2008-04-21 Thread litingbaotou
Hi, In a small scene whose bounding sphere's radius is 300, I moved the eye point near to a plane( the distance is about 6 ), then the scene behind the plane could not be seen, this is a correct result. However, when the scene turned to bigger( 5000 * 5000 ), the eye point was at the same posi