Greetings Robert ,Chris, Raizel

As for an update on my investigations about the dynamic terrain, I spent the 
last couple of weeks in "Basic Training" mode, learning all about GLSL and the 
modern pipeline, this was long overdue ;o) I've been actively using OSG for the 
last couple of years, but never needed to "look under its hood" often as its 
interface serves all of our needs with great results. 

I'm pretty sure that the "Tessellated terrain with dynamic LOD" using shaders 
is the direction to take. I am currently implementing this, step by step in  
OpenGL/GLFW/GLEW only test applications to completely understand every aspect 
of what is involved ( Dynamic viewpoint Tessellation LODing + QuadTree, 
displacement mapping etc...) Things are moving along nicely.

I'm am unsure how this can be reproduced in OSG, or how I will handle the 
dynamic modifications of the heightmap or just how much high resolution 
textures I can load up at once, but I'll figure it those out eventually.  

Raizel, indeed I've got the tessellation shaders linked into my test 
glProgram(s), as well as a geometry shader (for a single pass shaded wireframe, 
it will surely help in debugging ;o). 

Robert, I've just started to implement my test application(s) with the OSG 
infrastructure. I’ll look into the TerrainTechniques you mentioned to see 
if/how they can fit in.

Chris, I haven't looked into osgEarth just yet, but I plan to shortly, indeed 
there might be lots of good ideas in there that I could use (perhaps ALL of 
what I need is in there ;o). I'll let you know if I need more of your help. 

Thanks to you for the advice, 
Cheers,
Daniel

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