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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