VPB and osgEarth both generate osgTerrain-based paging terrain models. The
difference is how/when they do it: VPB builds a terrain and stores it to
disk. osgEarth builds it on the fly at run time. Each approach has its pros
and cons. But the resulting scene graph is basically the same.


Glenn Waldron : Pelican Mapping : +1.703.652.4791


On Thu, Jan 28, 2010 at 3:54 PM, Chris Innanen <[email protected]> wrote:

>
> robertosfield wrote:
> > Hi Chris,
> >
> > osgEarth may well not be a great fit for what you are after.  osgOcean
> > certainly should be on your shopping list, and for terrain/sea floor I
> > would suggest pre-pocessing your source data with VirtualPlanetBuilder
> > or programmatically or using a modeling tool.
> >
> > Robert.
>
>
> Can osgEarth be used to provide the terrain for (as an example) a first or
> third person walking-around game? I'm guessing not, from what I've seen and
> from what osgEarth is typically used for. It's more of a big picture,
> top-down sort of display system.
>
> Whereas VirtualPlanetBuilder can take the same data and create static
> "molded plastic" terrain chunks with (another assumption) adjustable mesh
> resolution that WOULD work for a walking-around sort of view.
>
> As we need to model things on a sub-meter level, with free camera motion
> around them, having the static terrain VPB would provide DOES seem to be the
> way to go.
>
> (And I'm sure osgOcean would look much better than my simple blue fog! :) )
>
>  ~ Chris Innanen
>  ~ Nonsanity
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=23384#23384
>
>
>
>
>
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