This is correct.
 
You absolutely must model locally and position with a transform for
databases of any significant spatial size (such as VPB DBs) in order to
avoid the classic "camera jitter" problem that would manifest itself if you
modeled with absolute coordinates.
 
This is also why VPB terrain tiles require skirts. Each tile is positioned
with its own Transform, so tile edges might not line up precisely, and
cracks would be visible without the skirts.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com <http://www.skew-matrix.com/> 
+1 303 859 9466
 

  _____  

From: [email protected]
[mailto:[email protected]] On Behalf Of Jason
Beverage
Sent: Thursday, April 09, 2009 6:00 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] terrain vertexes for VPB geocentric database...


Hi Shayne,

The coordinate system produced by VPB is a standard geocentric one, like you
described.  The actual vertex positions of the terrain tiles are centered
around a local origin and positioned using a MatrixTransform.  I'm not a
shader expert, but I think that the gl_vertex.xyz is actual value that is
stored in the vertex.  To get the actual world space coordinates of the
vert, you'll need to transform it by the modelview matrix.

Thanks!

Jason



On Thu, Apr 9, 2009 at 7:26 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC <[email protected]> wrote:


Can anyone tell me what space the terrain vertexes (x,y,z) live in for a
database built using VPB with the --geocentric option set? 

 

I would have thought that the (x,y,z) for each vertex would be the Cartesian
coordinates with the center of the ellipsoid (earth) being the origin. The
reason for my question is when I reference the gl_Vertex.xyz coordinates in
my vertex shader, this doesn't appear to be the case.

 

Hopefully my inquiry makes sense here. My apologies if it doesn't.

 

Any enlightenment on this would be most welcome.

 

Thanks,

-Shayne


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