Hi, 

The way the resolution works is thus (once again, this is just from memory, so 
no guarantees an accuracy):

Level 0 will cover the entire bounds in a single texture (assuming you use the 
defaults, this will be 256x256 pixels). Level 1 will then split the terrain 
into two or more textures. The number of textures that are created depends on 
the aspect ratio of the source data. I think you will always end up with either 
one row or one column, with the required number of rows/columns to maintain the 
aspect ratio.

For example, for a whole world database (twice as many lon values as lat), you 
will end up with one row, two columns (each tile is 180 degrees width and 
height).

>From this point, things get easier, as for each level, each texture is divided 
>into four textures which cover the same region, a standard quad tree. To 
>calculate the resolution of a level you simply divide the number of pixels by 
>the covered area. 

As a simple example, lets say your source data covers a quarter of the world 
from 0-90 lat and 0-90 lon.
At level 0, this is covered by 256x256 pixels, therefore the resolution is 
90/256 degrees per pixel.
At level 1, this is covered by 512x512 pixels, therefore the resolution is 
90/512 degrees per pixel.
At level 2, this is covered by 1024x1024 pixels, therefore the resolution is 
90/1024 degrees per pixel.
etc etc

To calculate the resolution of your source imagery use something like gdalinfo 
to get the required details.

I am sure everything is now as clear as mud for you : )

Cheers,

Brad

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Chris Ess
Sent: Tuesday, 13 September 2011 5:49 AM
To: [email protected]
Subject: Re: [osg-users] [vpb] Multiple maps in model with osgdem? (vpb)

Thanks Brad, that worked.

My (hopefully) final issue is trying to set the levels correctly to update the 
texture at an appropriate time.  I have been tinkering with it attempting to 
get it using trial and error.  However, it takes a long time to build the map 
so each of my adjustments is causing me to wait close to 45 mins each before I 
see how it has changed.

Is there any rule of thumb or equation that can help give me better results?  

Cheers,
Chris

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42659#42659





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