hi,

i would like to extend the example-program "osgforest" in a way so that the 
placement of trees becomes user-controllable via an additional raster mask. in 
detail: a 1bit rasterfile should mark treeless areas with a value of "0" and 
tree-covered areas with a value of "1". subsequent this mandatory partitioning, 
i would like use the existing, random placement of trees in tree-covered areas.

i'm new to osg, so i have a few questions about how to implement this, and 
would also be happy to get some clues from you.


* can i use a simple osg::texture2D (nearest neighbour worldcoordinate scaled 
to osgforest's terrain extent), as raster mask?

* if yes, how can i query/access a raster value at a specific texture 
coordinate?

* how can i prevent that the raster mask will be rendered in the final scene? 
(would a nodemask be the right way, or are there any better/simpler ways?)

* in this first approach i will only implement 2 different tree regions: 
covered and non-covered. my plan is to extend to the existing "createTreeList" 
function with a simple check for the raster mask value at the randomly 
generated tree position coordinates. only if it happens to lie inside a 
tree-covered area, the tree will be pushed into the trees list. maybe someone 
knows a more elegant way? 


best regards,
christian

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=7664#7664





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