Re: [osg-users] dynamic LOD

2008-12-05 Thread Sukender
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

Re: [osg-users] dynamic LOD

2008-12-05 Thread Ferdi Smit
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,

Re: [osg-users] dynamic LOD

2008-12-05 Thread Robert Osfield
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

Re: [osg-users] dynamic LOD

2008-12-05 Thread Ferdi Smit
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

[osg-users] dynamic LOD

2008-12-04 Thread Ferdi Smit
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