Updating a mesh in real time could be done using some a displacement mapping in a vertex shader. The height field can be then updated as a texture.
The base mash would be essentially static and flat, but the z coordinate is updated on the GPU based on texture input. Christian 2018-06-04 19:33 GMT+02:00 Mike Raider <miketimm...@gmail.com>: > Hi, > > "it kinds seems like an odd thing that are doing, > shifting and replacing rows for some reason is not normally how one > manages terrain. Could you take a step back and explain what you are > trying to achieve in your application w.r.t terrain" > > I am just starting to develop a 3D app my usual domain is deep learning > and searching. I saw a demo of OSG using a simple terrain and thought I > could turn my boring 2D app into a sexy 3D app. I underestimated the > effort involved. I use linux named pipe message queue to send real time > data from my java application to my osg application. Once in osg I fill my > terrain matrix as data is received. The shifting of rows is to move data > from front to back as data is received. It works very well and much better > than my old 2D user interface. > > I started this tread trying to solve a mesh problem and fixed that problem > by cleaning my original data much better. Now my terrain is looking very > nice. Thank you for your comments that made me stop and look at data again. > > Your comment 'this is not normally how one manages terrain'. Probably, > what approach would you suggest to build a 3d mesh that is filled in real > time? Can you point me to an example? > > ... > > Thank you! > > Cheers, > Mike > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=73960#73960 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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