Jordi Torres wrote:
> Hi Mikhail, 
> In my opinion the easiest way is to use a displacement mapping shader. In the 
> vertex shader you use the texture values to alter vertex positions. I think 
> there is an example in the OSG Cookbook from Wang Rui.


Yes, that is exactly what I need! Though I suppose that they use shaders to 
allow animation and dynamic model generation and I do not need any of these. 
But I found the recipe, replaced shaders with direct values from image, and got 
the working code! According to what is written in the book, there is no simpler 
way to do this. Thanks a lot for the tip!


Sergey Kurdakov wrote:
> while it might be overkill ( depends on details I cannot figure from your 
> description ) 
> you might want to try Point Cloud Library.


I might use PCL for the previous step, depth map generation. And for current 
task I agree, this is overkill :)

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