Thanks Robert. The LODScaleHandler has been helpful to determine better terrain LOD ranges to avoid texture overload.

Bob.

Robert Osfield wrote:
On Wed, Aug 20, 2008 at 2:41 AM, Bob Balfour <[EMAIL PROTECTED]> wrote:
What could cause what appears to be a perfectly good LOD terrain model to no
longer function properly when using slave cameras?

Using slave Cameras has no effect on LOD management.

Your later email suggests that pixel aliasing is an issue, but I don't
really know what you mean here, aliasing is a rasterisation issue and
unrelated to geometry issues.  My only guess is that you are somehow
referring to lack anisotropic filtering causing texture artifacts, but
even this I can't tie in.

As for the view frustum effecting things, again it doesn't, the LOD
ranges will be selected purely on distance from eye point.   It could
be that there is an apparent effect such as the view frustum being
narrower so that distance objects take up more screen space, if this
is an issue then simple use the LODScale to select high res LOD
levels.  See the osgmuiltitexturecontrol example as it has some code
for adjusting the LODScale.

Robert.
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