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Implementing paged geometry

asked 2013-04-19 11:41:51 -0500

vedmathai gravatar image

If paged geometry were to be implemented in Gazebo then the possible objectives could be: Run an algorithm which determines the area of the world which has to be rendered and only render the models which directly exist in that portion. Thereby saving the amount of memory being used in one instance of running of the world. Is there some place where any detailed description of this exists? One good source is https://code.google.com/p/ogre-paged/ Also how would you page from the physics engine if you had to. (Nothing to do with the rendering engine). Is that even a good idea. Because lets say you have built a very big world and a model walking in another corner of it and is doing an action which we know will not have any effect on this model. Then that action should be ignored by the physics engine. Is it even a feasible idea?

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answered 2013-04-23 02:09:46 -0500

iche033 gravatar image

I'd suggest starting off with terrain paging. You'll likely need to modify the physics engine to dynamically load heightmap data and create HeightMapShape in Gazebo.

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See this pull-request

nkoenig gravatar imagenkoenig ( 2013-09-19 10:56:25 -0500 )edit
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Asked: 2013-04-19 11:41:51 -0500

Seen: 162 times

Last updated: Apr 23 '13