Hi Robert,

I've dug through the DatabasePager, PagedLOD, and ProxyNode code a bit and have a better understanding now. Thank you for the references to osgEarth. I'll check out that code and at least have good place to start now.

Thank you!
Aaron

Quoting Robert Osfield <[email protected]>:

Hi Aaron,

The OSG has a DatabasePager built in, something you can leverage by
creating a paged database composed of PageLOD nodes, where the PagedLOD
nodes have file references to the tiles you want to load.

You can either use files directory or encode a tile via the filename string
and have the plugin that does the loading unpack the details of what to
load.

The VirtualPlanetBuilder tool creates native OSG paged databases from DEM's
and imagery, using the PagedLOD to create a paged quad tree hierarchy of
files and subgraph they map too.

The osgEarth NodeKit also uses PagedLOD but creates the tiles on the fly
reading the DEM and imagery on demand rather than re-processing like VPB
does.

Both VPB and osgEarth provide examples of PagedLOD usage, but with the two
approaches - loading pre-processed tiles directory or using a pseudo loader.

Robert.


On 16 August 2015 at 22:11, Aaron Andersen <[email protected]> wrote:

Hello,

I'm planning to render a custom (preexisting) map file format using osg
and was looking for some guidance. I haven't been using osg for that long
so I figure it is worth asking if there is either a way to adapt some
existing code in the library to fit this custom format, or if not, what
people might suggest as a good way to go about implementing loading and
rendering this map file format with osg.

The map is composed of individual 3d mesh tiles of variable size that are
"snapped" together side by side somewhat similar to toy Lego blocks. Most
mesh tiles are relatively small so there are a large number of these mesh
tiles required to draw the map. As for the file format itself, the map is
broken up spatially into many separate files (known as "regions").

I wish to write some code so that the map will be read into my application
and populate the scene graph seamlessly so there won't need to be a loading
screen every time the camera zooms to a new area of the map. The maps
stored in this format are *way* too large to load into memory all at once,
so I will need to stream data in as the camera approaches new areas and out
as it leaves other areas, always keeping the scene graph up to date.

I should mention that the map file format is a little peculiar in that
none of the 3d mesh tiles have any absolute position information listed at
all. Each and every mesh tile is placed relative to the an adjacent mesh
tile. I can arbitrarily choose any mesh tile from a map file and place it
at 0,0,0 and from there start placing adjacent tiles, and for each adjacent
tile place the adjacent tiles, recursively over and over, to build up the
map. I mention this placement peculiarity because it means that I can only
ever know the absolute position of any mesh tile that is relatively close
to the camera (ie. the area of the map I'm currently rendering).

If any clarification is required please let me know and thank you kindly
for any advice anyone can offer me.

Aaron Andersen

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