Personally, I'd be using osgEarth myself. It supports on the fly terrain vertex height modification by shaders and other heightmaps if needed.
On Tue, Jan 5, 2016 at 10:08 AM, Nickolai Medvedev <[email protected]> wrote: > Hi, Daniel > > You found the solution? > > I try to make similarity of game with OSG, but > also it isn't clear to me how to make dynamic > terrain. Vertex Displacement through a shader > looks very well, but there is a problem - vertices > heights don't remain in geode, they is generated > in the course of work of the program. Therefore > it is necessary to use tessellation shader. > > Thank you! > > Cheers, > Nickolai > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=65947#65947 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Chris 'Xenon' Hanson, omo sanza lettere. [email protected] http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Legal/IP • Code Forensics • Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775) 623-PIXL [7495]
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