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





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