Hello everyone,
I'm playing a bit with the QuadTreeTerrain class, but I have not found much
documentation about it.
In the testQuadTreeTerrain example program the following lines are used:
OSG::QuadTreeTerrainUnrecPtr terrain = OSG::QuadTreeTerrain::create();
terrain->setHeightData(height);
terrain->setMaterial(mat);
terrain->setVertexSpacing(30.0f/256.0f);
terrain->setHeightScale (5.0f);
terrain->setGeoMorphing(true);
terrain->setDetail (25.0f);
I was wondering:
- how the QuadTreeTerrain uses the input image as a heigthmap, what types
of images can be used as heigthmaps, and how the image data is
interpreted (greyscale images, 8 or 16 bit per channel),
- if the input image has some limitations in size (2^n+1, 2^n+1 ?),
- what the VertexSpacing means (horizontal resolution?),
- what GeoMorphing means and how it works,
- how the Detail has to be set to get a decent result.
We tried a PNG 8-bit RGB image and the resulting image had the same heigth
both for pure Red, Green or Blue, and this behaviour was a bit misleading
to us (it seems that the input image is converted in some way to
extrapolate the luminance value)
If we use a 8-bit grayscale image we are limited to a 256-level heithmap,
so the question is: how can we bypass this limitation? If we use a floating
point image is the heigtmap correctly handled?
I did not found in the git repositiory the test images used in
the testQuadTreeTerrain program (Default_HeigthMap.png and
Default_TexMap.png), can someone tell me where can I find these files
(along with the test data of the other test programs)???
Thank you very much,
Christian Bar
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