Hi,

I managed to load some 200000 buildings from a freely available GIS
database from the city of Winston-Salem and I render them with OSG.
Buildings floating in space look kind of funny though and I need a
ground, a horizon and some sky. I do not want to use a flat ground
geometry or sky dome - that's too old-fashioned.

I was thinking to use a screen aligned quad (coordinates forced to
screen dimensions in a vertex shader) and a pixel shader to set ground
and sky zbuffer values and to render the ground and sky color. The
ground zbuffer values for sure depend on the camera height over
ground. And how the horizon is oriented would depend on the camera
orientation (view matrix)

Unfortunately having little prior experience with GLSL, I think I
might need some input from the community how to pull this off.

Christian
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