[osg-users] large urban or forest zone : how to ?

2011-03-22 Thread issam boughanmi
hi i need some advices on how to achieve this tasks which classes i must use to make this : osg::lod, osg::pagedlod, osgsim::impostors, osgUtil::Simplifier ??? i need ideas or a schema on a scene graphe structure and thechniques to do this i saw the osgforest sample don't use any lod or

Re: [osg-users] large urban or forest zone : how to ?

2011-03-22 Thread Robert Osfield
Hi Issam, Rendering forest and urban areas is a huge topic, and how you'd go about the task will depend a great deal on what content you have, what hardware target you have and what your performance aims are. I'm not about go write an 100 page essay on all the different ways you can tackle it,

Re: [osg-users] large urban or forest zone : how to ?

2011-03-22 Thread issam boughanmi
Hi Robert well what i want to do is populating my pagedlod terrain for a flight-sim application i read in one of your posts that the problem is not how to render lot of entities but how to generate them i will grab the unfinished and abondoned dtTerrain library from delta3d that generate

Re: [osg-users] large urban or forest zone : how to ?

2011-03-22 Thread Sergey Polischuk
Hi, Issam My 2 cents: In general for efficient culling you should use quadtree-like more or less regular graph structure (like 2d grid organized into tree). If there are lot of low poly repeating entities you can try to use instancing to get speedup. Depending on scene size and complexity you