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visibility determination and cullingHi all,
There are different levels (and methods) of visibility determination and culling in Nebula2 and Mangalore framework. In Mangalore, Entity- based objects are culled based on the view frustum (I think). I'm not sure what kind of object-level culling is done in Nebula2 but I was not able to find any. For example, an environment object might consist of a lot of nShapeNode objects. In Mangalore, the nShapeNode parts are not considered for culling because the environment objects are not Entity and are rendered without culling. I was hoping that at Nebula2 level, nShapeNodes are culled against the view frustum at least, but I could not find such a feature and when I ran a model and tried to see the number of rendered polygons, it did not change no matter what the view was (that is no culling.) So, now the question is, it seems a reasonable feature to have visibility determination or simple culling mechanism for such high- level graphics entities such as nShapeNode. Is there any such feature in Nebula2 that I have missed? If not, what's the best way to go? There is QuadTree utility but no use of it did I find in Nebula2. Also, there are nOctree and nSpatialDB but they are not integrated into Mangalore. So any experience, suggestion and advice is appreciated. Cheers --Hossein ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV *** NOTE: To reply to the list use "reply to all", *** *** to reply direct to the sender use "reply" *** _______________________________________________ Nebuladevice-discuss mailing list Nebuladevice-discuss@... https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss |
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Re: visibility determination and cullingHi
We are using Nebula2 without the mangalore framework. We are using the spatialDB contribution at it is working just fine. Naturally you have to add your own code for adding entities to and updating the database. Brgs Ralf -----Oprindelig meddelelse----- Fra: nebuladevice-discuss-bounces@... [mailto:nebuladevice-discuss-bounces@...] På vegne af Hossein Mohtasham Sendt: 21. februar 2007 08:06 Til: nebuladevice-discuss@... Emne: [Nebula-Discuss] visibility determination and culling Hi all, There are different levels (and methods) of visibility determination and culling in Nebula2 and Mangalore framework. In Mangalore, Entity- based objects are culled based on the view frustum (I think). I'm not sure what kind of object-level culling is done in Nebula2 but I was not able to find any. For example, an environment object might consist of a lot of nShapeNode objects. In Mangalore, the nShapeNode parts are not considered for culling because the environment objects are not Entity and are rendered without culling. I was hoping that at Nebula2 level, nShapeNodes are culled against the view frustum at least, but I could not find such a feature and when I ran a model and tried to see the number of rendered polygons, it did not change no matter what the view was (that is no culling.) So, now the question is, it seems a reasonable feature to have visibility determination or simple culling mechanism for such high- level graphics entities such as nShapeNode. Is there any such feature in Nebula2 that I have missed? If not, what's the best way to go? There is QuadTree utility but no use of it did I find in Nebula2. Also, there are nOctree and nSpatialDB but they are not integrated into Mangalore. So any experience, suggestion and advice is appreciated. Cheers --Hossein ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV *** NOTE: To reply to the list use "reply to all", *** *** to reply direct to the sender use "reply" *** _______________________________________________ Nebuladevice-discuss mailing list Nebuladevice-discuss@... https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV *** NOTE: To reply to the list use "reply to all", *** *** to reply direct to the sender use "reply" *** _______________________________________________ Nebuladevice-discuss mailing list Nebuladevice-discuss@... https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss |
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Re: visibility determination and cullingHi
In mangalore there is SegmentedGfxUtil class: @class Util::SegmentedGfxUtil Check if a Nebula2 graphics resource consists of hierarchy nodes below the toplevel node, and if yes, create one graphics entity for each hierarchy node. Otherwise create just a single graphics entity. This segmentation helps in visibility culling large environmental objects. (C) 2005 Radon Labs GmbH
On 2/21/07, Hossein Mohtasham <hsadat@...> wrote: Hi all, ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV *** NOTE: To reply to the list use "reply to all", *** *** to reply direct to the sender use "reply" *** _______________________________________________ Nebuladevice-discuss mailing list Nebuladevice-discuss@... https://lists.sourceforge.net/lists/listinfo/nebuladevice-discuss |
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