Sebastian Messerschmidt wrote:
> Hi Shahar Kosti:
> As you don't provide any exact numbers I can only guess. But usually I'd 
> bind one or more textures per tile of paged set.
> Depending on your hardware bind of 8192x8192 textures is no problem.
> Can you be a bit more specific on how big the set is?
> 
> Also for the hidden textures - I don't really get what you mean. My best 
> guess is, that you mean not displayed.
> Therefore write a custom fragment shader and bind the data-textures 
> along with you diffuse or whatever textures to the stateset of the tile.
> 
> As the fragment shader is fully programmable, it is your choice what is 
> done with the data.
> 
> cheers
> Sebastian
> 


Hi Sebastian,

Sorry for my late reply, it took me some time to get the data. 
One TXP I'm currently looking at, represents a 3000 km² area with texture 
resolution of 5m/pixel. Some areas have better resolution, up to 10 cm/pixel. 
The additional metadata has similar resolution. So obviously wouldn't fit on a 
single texture.

Regarding your suggestions, could you elaborate on the "bind one or more 
textures per tile of paged set" approach?

My current approach (which doesn't work), is to intercept paged nodes using a 
custom ReadFileCallback, which runs a NodeVisitor. The visitor finds all Geode 
objects and then the underlying geometries. I can bind a new texture to these 
geometries, but I'm not sure how to set the values correctly. 
Each texel in the new texture, should be set based on the world location of the 
corresponding texel in the current geometry texture. I'm not sure how to do 
that using the geometry vertex and texture coordinate indices.
I hope this is clear enough.

Thanks for the help,
Shahar

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