[osg-users] Best practices for dealing with complex scene graph
OpenSceneGraph Users
osg-users at lists.openscenegraph.org
Sun Mar 1 18:13:54 PST 2020
Iterating over the 5000 children would be pretty slow - what if you could
discard some of these children without even looking at them? A hierarchy of
sorts, where you can ignore large swaths of those children, would help...
Consider, for example, using a k-d tree:
http://www.openscenegraph.org/index.php/documentation/user-guides/107-kdtrees
Or you can do this on your own, if you like, by grouping nearby nodes into
their own osg::Group. Depends what your underlying data looks like.
I would not recommend combining the geometry into a single drawable unless
you expect all of them to be visible at once, and that each piece of
geometry is fairly small.
On Sun, Mar 1, 2020 at 9:07 AM AndrewC <admin at a-cunningham.com> wrote:
> Hi,
> I was wondering what the best practices are for dealing with a complex
> scene graph where a single osg::Group might have , say, 5000 children where
> each child is fairly simple osg::Geom geometry. Clearly, this is
> inefficient and draws slowly.
> So obviously, compiling/collecting the geometry into one drawable would be
> much more efficient. osgUtil::Optimizer does not seem to do this for me, or
> am I missing something?
>
> Andrew
>
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--
Armin Samii
Visualization Software Engineer, Argo AI <http://argo.ai/>
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