Hi Chris,

I've just reviewed the MODIFYTERRAIN plugin and understand the
motivation and in reading the code and reflecting on the general
direction I can't help feel that it's a very specific solution to a
specific problem, rather than a generally usable tool.  The existing
psuedo plugins suffer from this as well, but at least they can be used
from more than just just modifying the height values of osgTerrain
databases.

My gut instinct is avoid "configurable" solutions like this, and go
for "programmable" ones in instead, much like fixed function pipeline
has been replaced by shaders down on the GPU, we should also take this
approach for tools like this.  The real problem with configurable
solutions is that they only solve a specific problem, as soon as you
want to solve even a slightly different problem you have to write a
completely new pathway.  In the case of OSG plugins it'll mean opening
to door to have to write and manage a whole range of pseudo plugins.

With Jeremy Moles proposing use of Lua in osgWidget to provide
flexible control of event handling/callbacks perhaps we could take the
same approach here.  Would it be possible to expose a set of
interfaces in Lua and then run a lua script to do the elevation
modification.  Once would then provide the a lua script pseudo plugin
and a lua script to modify the terrain/do what you want.  Such an
approach would also be re-usable beyond psuedo plugins - you could
invoke the script directly in your app.

Thoughts?
Robert.
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