Hi, Reading these e-mails, i concluded that OpenSG has some support for libmini. But when searching for it, i was not able to find anything on the source code. Where can i find it?
Also, i tried to run testQuadTreeTerrain.cpp, but it does not work. It gives an error of vector out of range. The callstack is: > msvcp80d.dll!std::_Debug_message(const wchar_t * message=0x0146eff0, const wchar_t * file=0x0146d840, unsigned int line=741) Line 24 C++ OSGDrawableD.dll!std::vector<OSG::Point<float,3>,std::allocator<OSG::Point<float,3> > >::operator[](unsigned int _Pos=1001000) Line 741 + 0x17 bytes C++ OSGDrawableD.dll!OSG::MField<OSG::Point<float,3>,0,std::allocator<OSG::Point<float,3> > >::operator[](unsigned int index=1001000) Line 591 C++ OSGDrawableD.dll!OSG::QuadTreeTerrain::calcD2Value(int centerX=500, int centerZ=500, int width=1000) Line 740 + 0x3c bytes C++ OSGDrawableD.dll!OSG::QuadTreeTerrain::calcD2ErrorMatrixRec(int centerX=500, int centerZ=500, int width=1000, int level=1) Line 701 + 0x14 bytes C++ OSGDrawableD.dll!OSG::QuadTreeTerrain::calcD2ErrorMatrix() Line 664 C++ OSGDrawableD.dll!OSG::QuadTreeTerrain::changed(const unsigned __int64 whichField=7617560, unsigned int origin=8, unsigned __int64 details=0) Line 1961 C++ OSGBaseD.dll!OSG::ContainerChangeEntry::commitChanges() Line 183 + 0x1d bytes C++ OSGBaseD.dll!OSG::ChangeList::doCommitChanges<&OSG::ContainerChangeEntry::commitChanges>() Line 420 C++ OSGBaseD.dll!OSG::ChangeList::commitChanges() Line 441 C++ OSGUtilD.dll!OSG::commitChanges() Line 201 + 0x19 bytes C++ OSGUtilD.dll!OSG::SimpleSceneManager::showAll() Line 748 C++ testQuadTreeTerrain.exe!doMain(int argc=1, char * * argv=0x0467ff08) Line 275 + 0x15 bytes C++ testQuadTreeTerrain.exe!main(int argc=1, char * * argv=0x0467ff08) Line 282 + 0xd bytes C++ testQuadTreeTerrain.exe!__tmainCRTStartup() Line 597 + 0x19 bytes C testQuadTreeTerrain.exe!mainCRTStartup() Line 414 C kernel32.dll!7c817077() [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] The height map i tried to load has a size of 1000 x 1000. The error occurs because calcD2Value tries to access v[1001000] when v has a size of 1000000. Is this a bug? Thanks in advance, Daniel 2009/11/11 Gerrit Voß <vo...@vossg.org> > > Hi, > > On Fri, 2009-11-06 at 17:34 -0200, Thiago Bastos wrote: > > Hi Gerrit, > > > > Thanks for your reply! > > > > On 05/11/2009, at 23:20, Gerrit Voß wrote: > > > > >> Something in the likes of Google Earth, NASA World Wind, etc. -- with > > >> CLOD, hierarchical tiling, on-demand loading of imagery and elevation > > >> data (ideally from a map server), etc? > > > > > > I have a sample implementation for hierarchical tiling, it is > > > basically > > > a quadtree hierarchy. It is not quite finished yet as for the direct > > > disk to gpu transfer it needed some infrastructure in OpenSG which > > > is finally done ;), so I see that I can update and finish it. > > > > > > One problem is that it currently depends on my tree and addon stuff > > > > > > http://github.com/vossg , the treegv and addongv. > > > > > > I plan to merge treegv back into the main tree but I have to sort > > > out gdal support first. > > > > I am not sure about what you got in treeGV, but some things in > > OSGAddOnsGV seem pretty interesting. > > Are you planning to merge OSGContribLabeling back into the main tree > > anytime soon? I assume it depends on treeGV, right? > > this one IIRC not, but it has some global static caches I want to look > at first. > > > >> I've done some research and found a handful of interesting projects, > > >> but unfortunately most of them have gone the OpenSceneGraph way. > > >> > > >> 1) osgEarth - http://wush.net/trac/osgearth/ > > >> This is exactly what I'd like to have, but unfortunately it's made > > >> specifically for OpenSceneGraph. > > >> > > >> 2) ossimPlanet - http://www.ossim.org/OSSIM/ossimPlanet.html > > >> Similar to osgEarth (although it seems like a bigger project), and > > >> also based on OpenSceneGraph. > > >> > > >> These first two are able to incrementally load data from open map > > >> servers (WMS). If you don't need a WMS, there's a third option: > > >> > > >> 3) Virtual Terrain Project - http://www.vterrain.org/ > > >> Not exactly what I need, but seems like a good starting point. > > >> Technically it is scene-graph independent, but then again, the > > >> OpenSceneGraph integration is well maintained, unlike the OpenSG > > >> integration (unfortunately). > > > > > > I started looking into it at one point and have a rough idea how this > > > one works. If urgently needed I could pick it up again. IIRC I got > > > the basics working with OpenSG2 > > > > By "this one", do you mean WMS or VTerrain? > > VTerrain. > > > WMS support is not really necessary for us, but somehow we must be > > able to load tons of terrain data incrementally from a data server. > > I'm not sure if VTerrain supports the concept of a data server, but it > > seems like libMini does, and its solution is simple and efficient (to > > load, not as much to generate). > > > > >> Finally, as a last resort, there's libMini -- one interesting OpenGL- > > >> only terrain-rendering library: > > >> > > >> 4) libMini - http://stereofx.org/terrain.html > > >> I guess it wouldn't be too difficult to create a custom Node for > > >> wrapping libMini... > > > > > > I should have this lying around somewhere I'll check in which > > > state it is and push it to my addon tree if it is in reasonable > > > shape. > > > > Wow, do you mean you have (or had) a working libMini integration for > > OpenSG? > > That would be awesome :-) > > yes, I found it, but it is very simple (e.g. a callback algorithm > stage). Give me a little to check if it still works. I put it back into > the main contrib and add libMini to the support libs. > > > > Final question, as this is quite a wide topic, could you narrow > > > down a little what you are looking for, e.g. something like Google > > > Earth with has to deal with the whole planet and wrap arounds or > > > more a localized area ? > > > > Well, our ultimate goal is to visualize the whole Earth. As a start > > we'd probably use a smaller dataset, such as NASA's Blue Marble (1km > > per pixel), which I guess is fairly feasible with libMini. Then later > > on we'd see how to handle more detailed imagery (<15m per pixel, or > > 30m for elevation data), as I guess that'd be too painful to handle > > with libMini's data model. > > ok. We did quite some work on parallel disk to gpu loading recently so > this should help. I'll try to finish the AddOn BlockBaseQuadTree terrain > as an example. Not sure if this is the best approach but it should > be a good example. > > kind regards > gerrit > >
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