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PagedLOD texture loading #1373

Answered by robertosfield
avilkinnick asked this question in Q&A
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My recommendation would be to try and move the common state up to a root node, just like he vsg::tile ReaderWriter does for TileDatabase data. Putting textures into a texture array or texture atlas, uniform arrays etc. that you can assign to a StateGroup in the root subgraph.

Then underneath the root node you'd typically create a quad tree hierarchy, but for point clouds it might be an octree, or a linear world like around a railway perhaps even a binary tree. You can mix and match depending upon the neeeds of the region that you are breaking down into LOD's/PagedLODs.

Then for the PagedLOD you'd have a low res version of the data that is seen in the distance, and then a high res external…

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@avilkinnick
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