The problem is here:
This is an OSGrid-specific problem and I have not been able to reproduce it on any other grid so far. It is caused by an excessive amount of octrees nesting levels (octrees are used to partition objects for rendering and culling). I'm not sure what causes it (excessive (infinite ?) draw-distance ? Too many too small primitives ? Too large sim coordinates range ?...).
Some TPVs have worked around this issue by increasing the octrees size, but that's more like an ugly hack than a proper solution... You could try and fiddle with the following settings, and see if it helps:
- OctreeMaxNodeCapacity (increasing it increases the number of possible nodes in a single octree)
- OctreeMinimumNodeSize (increasing it should reduce the number of octree nodes): I just noticed that there's a missing callback for this one, when it is changed, so also change another of the settings listed here for any change to OctreeMinimumNodeSize to take effect...
- OctreeDistanceFactor (decreasing the X value decreases the octree radius size)
- OctreeStaticObjectSizeFactor (increasing it increases the node size for static objects)
I don't have time to experiment in OSGrid, but I'm interested in any of your findings with these...