[osg-users] When optimizing with LOD changes, should I change UV map resolutions?

Robert Osfield robert.osfield at gmail.com
Thu Jul 10 07:33:19 PDT 2008

Hi Rick,

The most efficient LOD's will be the ones created by specialist tools,
or even a decent modeller.  The aim of the lower level of details
subgraphs would be to represent the subgraph with less of everything -
less nodes, less separate state, less geometry, smaller textures,
simpler shaders etc.   The ideal would be collapsing down to a single
osg::Geode/osg::Geometry and with a single osg::StateSet and a single
Texture.    Using a texture atlas is a good way to collapse separate
textures down into a single texture.  osgUtil::Optimizer has a texture
atas builder that could help with this.


On Thu, Jul 10, 2008 at 2:08 PM,  <rpingry at gmail.com> wrote:
> Hello All,
> I have been trying to get my scenes to run faster, balancing my scene graphs
> using LOD.  I use quite a bit of UV mapping in my models, and they can be
> fairly high res because I want them to look good up close.  There are
> usually several instances of the same model in the scene, all pointing to
> the same scene graph.  I was wondering about the best way to create LOD
> changes for them.  I was going to cut out some polygons, but I was also
> thinking of cutting the resolution back on the UV maps.  Is this valuable?
> On first assessment, it seems it would be, but then I realize that it might
> cause MORE of a memory usage, and the graphics card (or OSG) might be doing
> this kind of optimization anyway (dropping image map resolutions based on
> pixel size or whatever).  What are your recommendations?
> -- Thanks for everything
>>> Rick
> Check us out at http://fringe-online.com/
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