Re: [osg-users] setLODScale affecting near far planes?

2008-09-24 Thread Robert Osfield
Hi Jose, Getting 10fps is pretty bad, I personally wouldn't be happy till get that up to 60Hz+. The first step is to work out what is the bottleneck - you say that you have too many triangles in your scene, and cutting this down gets you back your frame rate. There are lots of ways to manage the

Re: [osg-users] setLODScale affecting near far planes?

2008-09-23 Thread Joseanibal Colon Ramos
Hi all, Good, I am happy it is all clearer now, and I am sorry it wasn't enough at first. So back to the original issue: I observe my problem of auto-changing near/far planes when I modify the LODScale via "camera->setLODScale(float)". This *always* happens whether or not culling is enabled, but o

Re: [osg-users] setLODScale affecting near far planes?

2008-09-22 Thread Paul Martz
> FYI, Roland is correct, the OSG just does culling on sides of > the frustum by default. > > OpenGL does no culling, is just does near and far *clipping*. The > OSG of course doesn't change this so will do near/far > clipping and the only way to switch this off is to disable > GL_DEPTH_TEST.

Re: [osg-users] setLODScale affecting near far planes?

2008-09-22 Thread Smeenk, R.J.M. (Roland)
ag 22 september 2008 16:46 > To: 'OpenSceneGraph Users' > Subject: Re: [osg-users] setLODScale affecting near far planes? > > > Hi all again, > > > > Robert: for you last question; yes, I have near/far culling enabled > > and the near/far setting is >

Re: [osg-users] setLODScale affecting near far planes?

2008-09-22 Thread Robert Osfield
On Mon, Sep 22, 2008 at 4:45 PM, Tomlinson, Gordon <[EMAIL PROTECTED]> wrote: > Culling IS done against the near and far clip, this is standard > operating procedure of OGL and OSG FYI, Roland is correct, the OSG just does culling on sides of the frustum by default. OpenGL does no culling, is jus

Re: [osg-users] setLODScale affecting near far planes?

2008-09-22 Thread Thrall, Bryan
Monday, September 22, 2008 11:36 AM > To: OpenSceneGraph Users > Subject: Re: [osg-users] setLODScale affecting near far planes? > > > Paul, > > As far as I know default OSG culling is only done against the sides and > not against the near and f

Re: [osg-users] setLODScale affecting near far planes?

2008-09-22 Thread Tomlinson, Gordon
[mailto:[EMAIL PROTECTED] On Behalf Of Smeenk, R.J.M. (Roland) Sent: Monday, September 22, 2008 11:36 AM To: OpenSceneGraph Users Subject: Re: [osg-users] setLODScale affecting near far planes? Paul, As far as I know default OSG culling is only done against the sides and not against the near and

Re: [osg-users] setLODScale affecting near far planes?

2008-09-22 Thread Paul Martz
> Hi all again, > > Robert: for you last question; yes, I have near/far culling > enabled and the near/far setting is > compute_near_far_using_bounding_volume. If the near far > modification that is taking place should be very small, > somehow I am still getting quite significant jumps because

Re: [osg-users] setLODScale affecting near far planes?

2008-09-22 Thread Joseanibal Colon Ramos
Hi all again, Robert: for you last question; yes, I have near/far culling enabled and the near/far setting is compute_near_far_using_bounding_volume. If the near far modification that is taking place should be very small, somehow I am still getting quite significant jumps because some objects near

Re: [osg-users] setLODScale affecting near far planes?

2008-09-20 Thread Robert Osfield
Hi Jose, The LODScale does not affect the near/far planes and certainly won't affect near/far plane culling if enabled. If you have compute near/far planes on the camera enabled then LODScale might change the depth range a little as different children of LOD gets selected, but generally this woul

Re: [osg-users] setLODScale affecting near far planes?

2008-09-19 Thread Paul Martz
Do you get the same behavior when viewing your database in osgviewer and hitting the * and / keys? -Paul > > Hi all, > > I am getting this rather weird effect when playing with the > setLODScale values in my application. I have a large pagedLOD > terrain, with near/far planes culling mod

[osg-users] setLODScale affecting near far planes?

2008-09-19 Thread Joseanibal Colon Ramos
Hi all, I am getting this rather weird effect when playing with the setLODScale values in my application. I have a large pagedLOD terrain, with near/far planes culling mode enabled for my camera, and I am looking at a certain direction in the scene. I added osg's lod scale handler so that I can mo

Re: [osg-users] setLODScale

2008-04-13 Thread Brian
Hi Robert, Thanks for the suggestion. As for Delta3D, I wasn't really asking for help regarding it so much as I was just mentioning that it might be a possible bottleneck. It's something that I plan on researching myself simply because I don't know where exactly the problem lies. Thanks, Br

Re: [osg-users] setLODScale

2008-04-13 Thread Robert Osfield
Hi Brian, The culling of tiles when you up the LODScale suggests that the max distance range is set too short. With VPB generated terrain databases I have manage it so that there is always a low tile available - so no matter how high you set LODScale there is still some geometry to render. I'd r

Re: [osg-users] setLODScale

2008-04-12 Thread Brian
First, thanks everyone for helping me. It's a lot of good information. Hans, thanks so much for the sample OSG file. It demonstrates the idea of LOD quite well. Robert, in regard to setting the scale factor for LOD, it seems that passing a value of 2 will affect the entire scene. Is this t

Re: [osg-users] setLODScale

2008-04-12 Thread Paul Martz
Hi Brian -- > Second, using your example again, are the three ranges for > the LOD stored in the model file itself? Do you happen to > know, or could you point me to, the OSG format for these parameters? Typically, varying LODs are created by modelers and stored in a single file - along with t

Re: [osg-users] setLODScale

2008-04-12 Thread Robert Osfield
Hi Brian, CullSettings is managed a bit more cleanly in 2.x with osgViewer, here the master Camera's CullSettings are inherited down to renderer (which is still SceneView but largely hidden) so you just need to do viewer.getCamera()->setLODScale(2.0); The setLODSCale(float bias) methods parameter

Re: [osg-users] setLODScale

2008-04-12 Thread Hans Elbers
t; Brian > > > > - Original Message - > From: "Gordon Tomlinson" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]>; "'OpenSceneGraph Users'" > > Sent: Friday, April 11, 2008 10:48 PM > Subject: RE: [osg-users] setLODScale > &g

Re: [osg-users] setLODScale

2008-04-11 Thread Brian
.com www.gordontomlinson.com __ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Brian Sent: Friday, April 11, 2008 9:23 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] setLODScale Hi, I

Re: [osg-users] setLODScale

2008-04-11 Thread Gordon Tomlinson
__ -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Brian Sent: Friday, April 11, 2008 9:23 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] setLODScale Hi, I have a rather large database with several models that I feel are the cul

[osg-users] setLODScale

2008-04-11 Thread Brian
Hi, I have a rather large database with several models that I feel are the culprit of a rather slow FPS that I'm experiencing. I've been looking around the header files and came across setLODScale. The name of the function looks promising, but doing a search on OSG's site produced only a cou