Hi I followed the link in your sources on gamedev archives Have you implemented the bo filtering too? This kind of approach seams a bit old to me (2004) and It has been quite a while since I used VPB but perhaps box filtering could be an interesting feature (if it'not already there).
There are been plenty of evolutions on terrain rendering litterature since the rise of the tesselation shader and the deprecation of approach such as SOAR. ex: (its DX stuff but have its gl equivazlent) https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/TerrainTessellation_WhitePaper.pdf or simply dl gameworkd nvidia opengl sdk there https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/opengl_samples/terraintessellationsample.htm I don't know if vpb is still used in the community... Robert may have his idea on it... cheers Raizel wrote: > Hi, Robert. > > osgTerrainGenerator creates terrain from heightmap and creates > the specified quantity of LODs(simplified VPB). > > Of course, you can use it as a part of OSG. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70284#70284 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

