This is probably stuff you would get a better answer for on the osgEarth
forum.
http://forum.osgearth.org/

On Thu, Sep 26, 2019 at 3:41 PM speter...@idealaero.com <
speter...@idealaero.com> wrote:

> 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 <
> 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] *On
> Behalf Of *Chris Hanson
> *Sent:* Wednesday, September 25, 2019 12:08 AM
> *To:* OpenSceneGraph Users <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 <
> speter...@idealaero.com> wrote:
>
> Got shaders to work on geometry’s now just took me getting totally
> frustrated and taking a walk it seems J
>
>
>
> 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] *On
> Behalf Of *Chris Hanson
> *Sent:* Thursday, September 19, 2019 10:29 AM
> *To:* OpenSceneGraph Users <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
> http://www.alphapixel.com/
>
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> Chris 'Xenon' Hanson, omo sanza lettere. 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
>
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-- 
Chris 'Xenon' Hanson, omo sanza lettere. 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 (775)
623-PIXL [7495]
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