Hi Wang Rui,

Thanks for the latest incarnation of the osgposter example.  I've just
done a review of the code and a bit daunted by the complexity of the
code, it's rather more involved than I had expected.  In particular I
do wonder if there might be a simpler and less intrusive way to go
about achieving the goal of getting the high res children loaded.

It just occurred to me that perhaps using the Camera::setLODScale
would do the trick of forcing the highest rest children to be loaded
in.  I also not even sure that you'd always want the high res children
loaded in anyway, as this could lead to texture aliasing and poorer
visual quality when the poster resolution is lower than the texture
resolution.  The LODScale approach would allow you to control just how
aggressively you seek the higher levels of detail.

Thoughts?
Robert.

On Fri, Dec 18, 2009 at 3:06 AM, Wang Rui <[email protected]> wrote:
> Hi Robert,
>
> Attached is a modified version of the osgposter example, based on my
> last submission
> (http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph.org/2009-December/005367.html).
>
> The hard to understand "cameraRoot" was removed and only one camera is
> used to capture all sub image tiles no, without much efficiency loss
> but more robust. There are also some naming and comments fixes.
>
> To start rendering a 8000x6000 cow poster in active mode, run
> commandline below and press 'p' to start capturing:
>
> ./osgposter --enable-output-poster --poster output.bmp --tilesize 800
> 600 --finalsize 8000 6000 cow.osg
>
> In inactive mode:
>
> ./osgposter.exe --enable-output-poster --poster output.bmp --tilesize
> 800 600 --finalsize 8000 6000 --inactive --camera-eye 0 -20 0
> --camera-hpr 0 90 0 cow.osg
>
> VPB-generated terrains should work with this example, but of course it
> requires more tests.
>
> The osgautocapture example is already included as part of the
> implementation of inactive mode now.
>
> Wang Rui
>
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>
>
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