I'm trying to use the osgSim::HeightAboveTerrain class to compute terrain heights at various points within a TXP database. The intent is to get an array of Vec3d's such that I can create a grid pattern using osg::Geometry that (coarsely) represents the database (I tried the OverlayNode and other examples, but the textures just didn't work for me).
In my code, I basically create a osgSim::HeightAboveTerrain object, then loop through various points laterally offset from the terrain's center point (as determined by the bounding sphere). With each point, I call the 'computeHeightAboveTerrain' method using the terrain node (read in using osgDB::readNodeFile) and the computed point to get the height above the terrain. Unfortunately, all of the calls return the same height. The terrain is of a mountainous region, so the actual terrain height varies considerably from point to point. As a check, I ran the osgintersection example using the TXP database. For this example, it also returns a constant height (and the same height that I receive in my code). Any suggestions on why a constant height is returned? Are there steps that I'm missing? I searched the mailing list archives and couldn't find any discussions related to my problem. BTW, The TXP database is a paged LOD database with a Z-up orientation. TIA. chuck _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

