Hi Terry,
Hi J-S. When you convert a file to .flt and then back to .ive, your
PagedLOD nodes are lost.
I meant converting the leaf tiles. Unless I'm mistaken (it's been a
while since I analyzed the structure so I might remember wrong), in a
VPB database, you have a master .ive file, which has PagedLOD nodes that
refer to other .ive files, which might have other PagedLODs, etc.
Eventually you have geometry in .ive files that have no PagedLODs. You
could convert these to flt, edit the geometry, and reconvert. But it
does mean that each LOD of each tile is in a separate file, so it's a
bit of a pain to edit all LODs of a certain region to match (you have to
convert and edit as many files as you have levels, separately).
The new .ive file is
also 50X larger than the original and missing its textures, but those
problems are probably solvable.
The 50x larger is weird, but the textures you just have to convert to
.osg with -O OutputTextureFiles to recover them (convert to .osg and to
.flt then delete the .osg file). I don't know if the flt output plugin
has a similar option, I know about that one for the .osg output plugin
so I've always used that.
No, I need tiles to be in separate files.
I understand that, but what I meant is that the VPB structure is
hierarchical. You have the first LOD (lowest-res) with the whole terrain
at very low resolution, then two or four tiles at higher resolution,
then each of those splits into four again, etc. So level i has 4^i tiles
in general for square terrain.
If you want to make all tiles at all LODs the same size, then I guess
that could be added as an option in VPB. But then what would you replace
PagedLOD with? ProxyNode?
I don't understand what you mean here.
I mean if you want VPB to build non-quadtree LOD structures. i.e. each
LOD you have the same number of tiles, and each tile fits the same
world-space bound.
J-S
--
______________________________________________________
Jean-Sebastien Guay [email protected]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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