Hi,

I need to visualize a large terrain in real-time using open scene graph. I have 
been thinking a bit about how to implement it, but I would really appreciate 
any feedback or ideas on this approach.

First some info about the data:

- Height: The height data consists of around 1000 tiles in raster format. Each 
tile is representing an area of 50x50 km using 501x501 samples.
- Terrain classification: Each tile also has an additional classification map 
that needs to be loaded and will be used as a texture (1000x1000 samples).

What I have come up with so far goes something like this:

- Create a class that dynamically loads/unloads the data for specific tiles, 
based on the location of the viewer, using some kind of paged image loader
- Subdivide each tile using some LOD algorithm. Then draw the geometry with the 
height map and classification map assigned as textures. Finally, offset the 
geometry by the value in the height map using a vertex shader.

Can I handle this kind of data in osg in some simpler way? I don't have a lot 
of experience of osg and don't really know what's implemented and what 
limitations there are. I think the approach described above would work pretty 
nice, but maybe I'm going to do a lot of redundant work that is already 
implemented?

Thanks,
David
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