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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http://forum.openscenegraph.org/viewtopic.php?p=70812#70812





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