Hi Manu,

As JP suggests, the way to manage this situation is to use an Camera
LOD scale that compenstates from your extreme FOV usage.

If you have control of the paged database generation you could use
screeen space based LOD ranges rather than distances, but most tools
like VPB and osgEarth will be using distance based LOD ranges, in
these cases the LOD scale if the things to use.

Robert.


On Wed, Aug 10, 2011 at 1:03 PM, Emmanuel Roche
<[email protected]> wrote:
> Hi everyone,
>
> I've have a specific question for which I could use some help/advises:
>
> - I'm quite up-to-date with OSG 3.0.0 and osgEarth current git version
> - I'm build an app where I use the osgEarth library to display the earth
> model.
> - When I setup a camera on that model, I use a camera with a very very small
> field of view (about 0.5 degrees in both horizontal and vertical
> directions), and my camera is actually far away from the earth model I'm
> looking at.
>
> - as a result of this, only low resolution tiles are loaded (because the
> camera distance to the tiles is used to diced what to load or not).
>
> - What I want to do is : to get high resolution tiles displayed around the
> ground location the camera is pointing at even if it is "physically" far
> away. then, because (or thanks to?) the small field of view, I would still
> see the local details on the high res tile textures.
>
> So, any advise how to achieve this ?
>
> - so far I have tried the following:
>   1. Setup this famous camera just as described before,
>   2. Add a slave camera, using the earth as child too, but this time,
> positioned very close to the first camera target point on earth (and looking
> "down" that point from the local zenith).
>
> Both cameras share the same databasepager (I think) and high res tiles are
> indeed properly loaded because of the second camera cull traversal. The
> problem is: I was expecting the loaded tiles to be "shared" by both cameras,
> yet that is not the case: I still only get the low res tiles displayed by
> the "far away camera". Is there a way to "share the tiles" as I was
> expecting ?
>
>
> - The other main idea I have then would be to find a way to "trick" the cull
> traversal of the far away camera so that, when traversing pagedLODs the
> reported distance to the tile would be as if the camera was actually much
> closer to its target point on the ground. Would that be a good idea ? Any
> hint on how to proceed then ??
>
>
> - of course, option 3 would be to actually move the camera to that close
> location and change the field of view to a bigger value to try to
> approximate the previous small field of view coverage. But the point is,
> this camera is meant for a simulator system, and the generated view should
> not "approximate the actual view", it should really be the same, so
> computing a new field of view would actually be impossible (or too complex
> to be worth at least).
>
>
> cheers,
> Manu.
>
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to