Thanks for the pointers Arthur! At the moment I'm trying to bang some shape files into a wireframe of Europe and I'm using QGIS. I'm also looking at G-Dal functions directly. I know that there is got to be a way to make little geo-referenced tiff cubes because Europe is so darn large. Oh, I forgot that it has so many little countries in it - I got to take the time and visit them some day!
Anyway, I thank you for the notes you gave me. I wasn't planning anything too technical for the VPB video at least for the first round. I'm waiting to get the viewer started on a basic level first. Then he might be inspired to research and learn the finer points of developing better maps later on. In video 2 I added annotations to allow viewers to skip over parts and to get to a section to study. Later on, if I get the time, I might add links to more advanced topics in a section of study, like G-Dal topics or more places to get data and the like. Right now, I'm tied up in Unity 5 and Oculus VR research. Oh, and just toss in SteamVR and OSVR on top of that as well while you at it. My plate runneth over right now! Anyway, I hope that the first video helps you! I didn't see any big problems other than getting the proper G-Dal build for the Visual Studio C++ compiler and was also compatible with some of the other tools I use like Open Flight Creator that also uses G-Dal and will crash if you get versions mixed up! Also, in the version of C++ that I used there is a problem in the linker when you compile the VPB.DLL that I experienced in VS2010 and VS2012 and it was a Microsoft bug (or so I was told) and if it was, I am curious if they fixed it in later VS versions. Anyway that all that I can think of for the moment! Have Fun!! D Glenn kingarthur10 wrote: > Hello David, > > It's nice to see other people getting familiar with VPB. It's a great tool, > and I find it to be nice and responsive for datasets that are going to be > baked together (imagery and elevation). > > > I'm especially happy that you have provided a Windows build tutorial, as all > my experience building applications is under Linux. > > > A quick flag that you may want to use in the future if you're needing to > limit the amount of space you are using or if I/O bottlenecking is a concern: > > > -O Compressor=zlib > > > This will compress the .osgb files using zlib, and it can make a marked > reduction in the final dataset size. It also tends to speed up LOD loads > when hitting physical hard disks. > > > Also, when preparing your data, I highly recommend that you use gdaladdo to > create overviews using the averaging method. This will avoid some of the > artifacts that you see with the nearest neighbor technique. > > > One final note: vpbmaster will greatly speed up database generation over > osgdem. You can manually specify the number of threads to run, or you can > allow all available cores to be used. > > > > > Something else you may want to look further into is the power of GDAL. > Specifically, gdal allows you to create an internally tiled geotiff coupled > with external tiled overviews. In this case, you would typically have four > files: > > > 1. topography (use 16 or 32 pixel block sizes and compress it using DEFLATE > or LZW predictor level 2) > 2. topography overviews (again, tile these and compress them) > 3. Imagery (use 256 pixel blocks typically and compress as above to a geotiff) > 4. Imagery overviews (compress these using JPEG) > > > If you are using an application like osgEarth or your own implementations, > tiled, compressed geotiffs can provide vastly superior performance to > monolithic tiff files. When used properly, the speed of gdal can provide > nearly the performance of osgdem. > > > Anyway, I look forward to seeing more of your work and putting your > compilation video to use on my Windows box. > > > Arthur > > > On Mon, Mar 30, 2015 at 1:33 PM, David Glenn < ()> wrote: > > > Greetings All, > > Sorry that I haven't posted I've been very busy lately! > > I've been meaning to post the location of the YouTube videos that I made > > based the presentation I gave at SIGGRAPH last year, but I've been > > stretched for time with my added duties working on some Unity 5 stuff. > > > > I don't remember if I posted the links for you all and you may have found > > this stuff already, but just in case: > > > > The first video is basically how to compile Open Scene Graph in MS Windows > > using Visual Studio Express as well as compile Virtual Planet Builder. I > > try to go through the process step by step and it is long on time, but in > > the end you get a compiled version of Open Scene Graph and Virtual Planet > > Builder. For most of you, you can skip this part as it purely how to > > compile code, but I believe in showing how to do things from the ground up > > and so the reasoning for the first video. > > > > Here is the Link for video 1: https://youtu.be/b2fW9d590lk > > (https://youtu.be/b2fW9d590lk) > > > > The second video is the meat and potatoes of how to use Virtual Planet > > Builder to build a basic terrain for your OSG Project. I go over a bit > > about G-Dal given that I use it to prepare my data at times. I also show > > how I use QGIS and point out some sources for data and how to put it all > > together. > > > > Here is the Link for video 2: https://youtu.be/gcDSQ0t1Fd8 > > (https://youtu.be/gcDSQ0t1Fd8) > > > > In the end I built a nice 3D map of the Humble town of Hemet Ca. using data > > that I got from the USGS. > > > > If you what to post this stuff any ware your welcome to do so! > > > > As I said before: I'm sorry for getting this stuff to you so late. I'm also > > working on some training stuff for Unity 5 and I still thinking about doing > > something on some other OSG stuff. Maybe osgEarth! > > > > Hope to see you all later! Hope you all are doing well! > > > > Enjoy All! > > ... > > > > D Glenn > > > > ------------------------ > > David Glenn > > --------------- > > D Glenn 3D Computer Graphics Entertainment. > > www.dglenn.com (http://www.dglenn.com) > > > > ------------------ > > Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=63231#63231 > > (http://forum.openscenegraph.org/viewtopic.php?p=63231#63231) > > > > > > > > > > > > _______________________________________________ > > osg-users mailing list > > () > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) > > > > > ------------------ > Post generated by Mail2Forum ------------------------ David Glenn --------------- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63267#63267 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

