mp3butcher wrote: > Hi > I think nobody respond because there multiple path for it > Your problem can be split in two: > 1)tesselation > 2)real (not screen space) displacement mapping > > 1)Tesselation > -osgUtil::Tesselator > -Tesselation Shader > > 2)Real Displacement mapping > For this step You must be sure of your level of understanding of OpenGL(and > osg) because you'll have to use transformfeedback > Todo so you'll have to draw your vertices as points, displace them according > your heightmap texture (in VS) and store them in a buffer for future use (in > GS) > (The Transformfeedback spec says theres no garanty that indices remain the > same but in practice i never saw mess in GS output sequence) > > Cheers > > > > > Kanpachi wrote: > > I am given the contour/boundary of a concave polygon which cannot have > > holes, and I need to apply a heightmap to it. To this end, I need to > > perform a near-uniform tessellation of the polygon to generate a mesh. > > > > A picture would be worth a thousand words here, but alas, I don't have 2 > > posts yet. :P > > > > How can I perform this tessellation? Ideally, the solution could > > parameterize the 'resolution' of the vertices to adjust the detail of the > > mesh. > > > > If this is somehow possible using OSG's built-in tessellation library that > > would be ideal, but I'm open to introducing an additional (hopefully > > lightweight) dependency if necessary. > > > > Thanks! >
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