Martin, thank You for Your answers!
Right now I did a bit "unproper" hack, "pulling-out" water of the surface.
While reading of BTG file in SG I look for a material name, and
according to it give a osg::Node an identifier, in my case "Water" or
"Ground", Then, at FG side I use NodeVisitor pattern to get a
references to a Nodes named "Water", and apply a proper StateSet
to them.
The "proper design" you mentioned seems for me like a "real-time"
approach, when we can decide about this-or-that Geode is it it water or
ground
even in main loop (e.g. while flying). But maybe I didn't got Your point
correctly.
However, my sweet dream is that, when we will have an every scenery
object to be separated from a main terrain node. E.g. runways, taxiways,
lakes, ocean, etc..., every of them will be in a separate "layer", and
we can work with these layers independently.
On Wed, Jan 14, 2009 at 4:35 PM, Martin Spott <martin.sp...@mgras.net>wrote:
> James Turner wrote:
>
> > I've idly wondered about pulling the water out of the generated
> > scenery, and instead creating 'ground' down to the low tide line. The
> > water surface could then be created at runtime, allowing for tides,
> > waves, and other effects depending on the GPU/CPU power available.
>
> Well, just "pulling the water out" would be quite simple by <VERY UGLY
> DESIGN> replacing the respective texture with something transparent
> </VERY UGLY DESIGN> or <NOT MUCH BETTER> simply not applying the
> texture at all </NOT MUCH BETTER>, thus leaving a visual void. This
> would at least serve The Developer as a test scenario for simulating
> small waves and/or just simple visual water surface effects at MSL.
>
> Secondly, <PROPER DESIGN> using bathymetry 'elevation' data we'd
> certainly be able to create seabed 'Terrain' for "Ocean" and probably
> also for "Lake" areas </PROPER DESIGN> - probably not as detailed as
> the regular surface but sufficiently accurate to model the seabed for
> example within the twelve mile limit (just to put a figure). This would
> allow for simulation of tides and the resulting effects at a later
> development step.
>
> Cheers,
> Martin.
> --
> Unix _IS_ user friendly - it's just selective about who its friends are !
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--
Vladimir Karmishin
ASTRA Development Inc.
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