Hi John, Avoiding popping is a challenge for sure. However even with the popping it's a rather nice model BTW :-)
Given the lighting changes looked to be the most obvious perhaps directly addressing this by using a normal map texture as well as a colour texture would be appropriate. This would require a custom fragment shader and the creation of the normal map texture when building the database. Another alternative might be to have a custom TerrainTechnique read a high res height field - the same res as the texture map so 256x256 rather than normal default 64x64, then have the TerrainTechnique down sample the data for geometry rendering but also create a normal map automatically from the height field. Another approach would be to read the height field in vertex shader and in the fragment shader use the same height field to compute normals for lighting purpose. One complication in doing the normal computation is that it's a whole earth model so one would need to compute the normals in local coords that fit the overal curvature of the geocentric model. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

