So I was able to get a geometry to a layer and do updates to it.  How do you 
add multiple geometry to a layer?

I see there is a MultiGeometry function I am able to populate it but I have no 
idea how to use it to get its contents displayed on a layer.

I am guess this is possible correct?

From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf 
Of Chris Hanson
Sent: Thursday, September 26, 2019 11:29 AM
To: OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
Subject: Re: [osg-users] questions about developing drivers for osg/osgEarth

So, I don't know if Glenn Waldron of Pelican Mapping is reading this forum 
frequently right now. A question about "best practices" is probably best put to 
him. You might want to re-ask this on the osgEarth forum itself.

On Wed, Sep 25, 2019 at 12:10 PM 
speter...@idealaero.com<mailto:speter...@idealaero.com> 
<speter...@idealaero.com<mailto:speter...@idealaero.com>> wrote:
Wanted to let you know I had some success with this following code.

    // Feature Options (references the geometry)
    _featureOptions.geometry() = _polygon;

    // Model Options (references the feature options and style)
    _geomOptions.featureOptions() = _featureOptions;
    _geomOptions.merge(_featureOptions);

    osgEarth::Layer* l = _map->getLayerByName("newlayer" + 
std::to_string(_newlayertimemin));
    osgEarth::ModelLayer* ml = dynamic_cast<osgEarth::ModelLayer*>(l);
    osgEarth::Features::FeatureModelSource* ms = 
(osgEarth::Features::FeatureModelSource*)ml->getModelSource();
    ms->getFeatureSource()->dirty();

When I was doing this before I was using ms->dirty(); which never caused the 
redraw but found that someone in one of the forms was using a doing it one call 
deeper on the ModelSource insteadof the FeatureModelSource and this fixed my 
update issue within my system thread.  My changes to the geometry _polygon are 
now working and seems to work really nicely.

Ofc if this is not the optimal way to handle this please let me know. Or if my 
shader idea for doing animations is not optimal please feel free to suggest 
ways to make it better.

Thanks.

From: osg-users 
[mailto:osg-users-boun...@lists.openscenegraph.org<mailto:osg-users-boun...@lists.openscenegraph.org>]
 On Behalf Of Chris Hanson
Sent: Wednesday, September 25, 2019 12:08 AM
To: OpenSceneGraph Users 
<osg-users@lists.openscenegraph.org<mailto:osg-users@lists.openscenegraph.org>>
Subject: Re: [osg-users] questions about developing drivers for osg/osgEarth

I'd like to help you a bit more, but I've been really slammed with another 
osgEarth client this week. If you're patient, I can probably help you more in a 
few days.

On Mon, Sep 23, 2019 at 2:03 PM 
speter...@idealaero.com<mailto:speter...@idealaero.com> 
<speter...@idealaero.com<mailto:speter...@idealaero.com>> wrote:
Got shaders to work on geometry’s now just took me getting totally frustrated 
and taking a walk it seems ☺

osgEarth::ModelLayerOptions layerOptions("test polygon", geomOptions);
osgEarth::ModelLayer* test = new osgEarth::ModelLayer(layerOptions);
osg::StateSet* tss = test->getOrCreateStateSet();
VirtualProgram* vp = VirtualProgram::getOrCreate(tss);
vp->setName("imageLayer");
myshaders shaders;
shaders.load(vp, shaders.myimagecc_Vertex);
shaders.load(vp, shaders.myimagecc_Fragment);
_map->addLayer(test);

Was the code to get it working had to apply it to the ModelLayer not the 
geometry and add some hooks into my shaders to keep the transparent parts the 
same.


Now to figure out how to get the data to change for the shaders to act on.


From: osg-users 
[mailto:osg-users-boun...@lists.openscenegraph.org<mailto:osg-users-boun...@lists.openscenegraph.org>]
 On Behalf Of Chris Hanson
Sent: Thursday, September 19, 2019 10:29 AM
To: OpenSceneGraph Users 
<osg-users@lists.openscenegraph.org<mailto:osg-users@lists.openscenegraph.org>>
Subject: Re: [osg-users] questions about developing drivers for osg/osgEarth

Ok. That helps a lot. Thanks.

So, I theorize that you are loading a 2d vector field as a data layer, that 
represents the 2D wind velocity vector at every data grid point covering the 
area, and then you use some kind of shader to display that as a colorfield and 
displays the moving flow lines? And then you update the 2d vector map 
periodically to represent the current data?

If that's the case, it sounds like you're just needing to load a conventional 
two-channel 2D image and do all the display work in shaders. That doesn't sound 
like how you're doing it though?


There's nothing at all that is file-specific about osgEarth, its drivers or its 
data sources. Many of the drivers talk to network-based data sources without 
accessing local files, so those shouldn't be an issue.

Glenn can probably comment better on how to best make a driver that updates 
itself periodically or on cue, but you ought to be able to just poll every 30 
seconds or so and see if a data is available and refresh it somehow.


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--
Chris 'Xenon' Hanson, omo sanza lettere. 
xe...@alphapixel.com<mailto:xe...@alphapixel.com> http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • 
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Legal/IP • Forensics • Imaging • UAVs • GIS • GPS • osgEarth • Terrain • 
Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android
@alphapixel<https://twitter.com/alphapixel> 
facebook.com/alphapixel<http://facebook.com/alphapixel> (775) 623-PIXL [7495]
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