Le Fri, 05 Dec 2008 00:26:43 +0100, Ferdi Smit [EMAIL PROTECTED] a écrit:
Quick question: is there an (out-of-the-box) osg program/nodekit that
does dynamic level-of-detail? I just want to run some comparisons on
image quality, so all it has to do is dynamically decimate a very large
Yes, like progressive mesh. Which example would that be then? Basically
something with a tree stucture of ever finer polygons, that decides at
runtime when to stop traversing the tree (usually when a polygon
projects to a single pixel)
Sukender wrote:
Le Fri, 05 Dec 2008 00:26:43 +0100,
Hi Ferdi,
The VirtualTerrainProject adds a number of continuously level of
detail implementations on top of the OSG so you could look at this for
inspiration.
Personally I feel that doing meshing per frame on the CPU is had it's
day, and graphics hardware is better driven using data that is
Hi Robert,
I tend to agree; however, I'm looking to do some image quality
comparisons (compared to one of our methods) for a research paper. I
don't have much time left before the submission deadline, so I was
hoping for some quick, out-of-the-box method... I know how most of these
methods
Quick question: is there an (out-of-the-box) osg program/nodekit that
does dynamic level-of-detail? I just want to run some comparisons on
image quality, so all it has to do is dynamically decimate a very large
single-object model (possibly with a preprocessed tree structure, of
course), as
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