HI Ajjad, I don't have time to go chase online articles, but as a general note please use osgTerrain for rendering terrain, node ShapeDrawable.
Robert. 2009/3/22 ami guru <[email protected]> > Hello forum, > > I have been using the Paul's article about generating terrain using > fractals > > http://gameprogrammer.com/fractal.html > > > I am populating the values in the osg height map structure. > > > But The rendering is giving me a flat surface. > > > I hope that Paul sees that as well. > > ******************************************** > > osg::ref_ptr<osg::Geode> myTerrain = new osg::Geode; > > //Now load the terrain > > /* > osg::ref_ptr<osg::Node> terrainNode > (osgDB::readNodeFile("Terrain2.3ds")); > terrainScaleMat->addChild(terrainNode.get()); > */ > > //generate the 2D fractal > float *heightData = alloc2DFractArray(512); > > > //Define some constants for the fractal terrain > static const float DEF_HEIGHT_SCALE = 0.1f; > static float TILING_SURFACE = 3; > int randomSeed = 1; > float H = 0.3; > float iteration = 10; > > > fill2DFractArray (heightData,512, randomSeed,DEF_HEIGHT_SCALE,H); > > //using the height field > osg::ref_ptr<osg::HeightField> heightMap = new osg::HeightField; > > //allocate the space for the height field > heightMap->allocate(512,512); > > //populate the height map > for(unsigned int i = 0; i < heightMap->getNumColumns();i++) > { > for(unsigned int j = 0; j < heightMap->getNumRows();j++) > { > int size = heightMap->getNumRows(); > heightMap->setHeight(i,j,heightData[(i*size)+j]); > > //std::cout << heightMap->getHeight(i,j) << std::endl; > } > } > > //now add the drawable to the terain > myTerrain->addDrawable(new osg::ShapeDrawable(heightMap.get())); > > > > > ******************************************** > > > > Regards, > > Sajjad > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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