Hi Wei, I haven't used an particular paper/online resource as a guide to how the quad tree is set up, I simple computed the values from first principles. The basic idea is that the one is aiming to create as even tile dimensions as is possible on the Level 1 - this will be 2:1 for a whole earth database, then each individual tile is then divided into the 4, and then VPB keeps subdividing the tiles in this way till the resolution of the output tiles matches well the resolution of the source imagery and DEMS.
Robert. On 7 February 2012 05:51, Wei Y <whuw...@gmail.com> wrote: > Hi, > > I am reading the source code of the VBP, but I could not get the idea how the > earth be chunked ,It's difficult to understand > the principle just by the source code , Such as this function > DataSet::computeOptimumTileSystemDimensions(int& C1, int& R1) > > Does the VPB running according to some articles, is there any resources i can > reference? > > Thank you! > > Cheers, > wei > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=45274#45274 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org