On Fri, Jul 11, 2008 at 5:37 PM, CG <[EMAIL PROTECTED]> wrote: > Hi all, > > I need help in creating runtime craters (cause by explosion event), are > there any examples?
The way I'd tackle this would be either: 1) Just modify some static geometry directly, then dirtyBound(), dirtyDisplayList() on the associated drawables. 2) Create a osgTerrain::TerrainTile based terrain which will provide you with a HeightField representation of your terrain, and use a custom osgTerrain::TerrainTechnique that implements shader based displacement map, to dynamically update the heights of tile to match the HeightField. Passing in a HeightField as a vertex array, or a vertex texture would allow you to stream the height field efficiently enough that you could update it dynamically on each new frame. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

