Hi all

I'm wondering if anyone could give me some advice - I'm working on a 3D
viewer application that makes use of OpenSceneGraph. At the moment I'm
loading large 2D slices of data into textures, and then using a fragment
shader to colourise them.

The slices of data are big (up to 150MB), and consist of 32-bit floating
point data. I'd like to split the hunks of data up to reduce the amount
of data being paged into the video card when a frame is rendered. I'm
wondering what the best approach might be.

At the moment I've got a single osg::Geometry created by 
osg::createTexturedQuadGeometry(). I initially thought I could keep this
single geometry and just pass multiple textures through to my shader
program, but it seems that sampler2DArray isn't supported on all the
cards I need to support.

I'm currently thinking of using multiple geometries for say 512x512
sized textures of my data, and overlapping them to avoid interpolation
issues on the boundaries. I'm worried about seams appearing and other
artifacts though, so I thought I'd ask the mailing list for advice
before writing too much code!

Thanks for any help,

Cheers
Grahame

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