osgdem/osgTerrain supports multi-texturing, but it isn't used for the types of detail work you want to do. For this you could just overlay your terrain with a StateSet containing the detail Texture and TexGenNode to setup up the texcoord generation, and apply this all to the second texture unit to add the detail texturing.
If you wanted to get sophisticated then you could probably uses a osgdem generated database that encoded the terran type, and in a custom fragment program select the appropriate portion of detail texture to overlay there. The use of a texture atlas for the detail texture and careful managment of tex coords in the fragment problem could allow you to do quite a bit of local specific detail texturing.
Robert.
On 9/5/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
There was a discussion about osg and Demeter in March 2006 in this list.
However, after that a new version of demeter ( 4.0) was released. It
compiles fine in Linux (allthough, for some reason scons script tries to
link it against gdal_i.so instead of gdal.so) I got it running with
SDL-osg combination and loaded elevation through GDALElevationLoader.
The real question is that do I need Demeter? Only reason for using it is
that I need a fine control over textures. I need terrain with roads
(repetative sand texture that is masked) and grass fields and it should
look (very) good when walking in it. Controlling textures is very easy in
Demeter.
Is this possible with terrains created with osgdem? I know I can use
--layers for multitexturing and it seems that also alpha channel works.
But I don't know if I am able to set repetative texture and mask that out?
I would prefer paged terrains but I haven't manage to achieve good visual
results with osgdem. I *could* used Demeter but I can't get it running
with Producer. Maybe some has had better success?
I would appreciate any help.
Regards,
Ari Häyrinen
Researcher/ University Museum of Jyväskylä
www.arthis.jyu.fi/bridge
-o)
/\\ Message void if penguin violated
_\_V Don't mess with the penguin
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