Hi Maya, There isn't any particular "literature" that I used when working out the maths, I just used my own knowledge of maths and derived things myself. It's not complicated.
Each successive level you double the resolution in each so you get a formula in the sytle: resolution (L) = tileSize * 2 ^ (L) So to work out the number of levels you require to hit a target resolution you simply take the log of both side and restructure things a little to account for in needing an integer Level. Robert. On 20 June 2016 at 23:02, maya leonard <[email protected]> wrote: > Hello, > > Can someone point me to the literature for computing > > (1 ) AR = xRange/ yRange in > > bool DataSet::computeOptimumTileSystemDimensions(int& C1, int& R1) > Lines 247- 270 DataSet.cpp > > and > > (2) int k_cols = int( ceil( 1.0 + ::log( destination_xRange / (_C1 * > sourceResolutionX * tileSize ) ) / ::log(2.0) ) ); > int k_rows = int( ceil( 1.0 + ::log( destination_yRange / (_R1 * > sourceResolutionY * tileSize ) ) / ::log(2.0) ) ); > > bool DataSet::computeOptimumLevel(Source* source, int maxLevel, int& > level) > Lines 201 - 210 DataSet.cpp > > Thank you > > Maya > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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