HI Michael,
On 11/30/06, Michael Aulhorn <[EMAIL PROTECTED]> wrote:
I've looked into osgTerrain already, but it looked quite complicate to
me. I also haven't found an example for Heightfield node etc.
Maybe I think to strange and it's easier as it looks like.
Here is a quick description of our project. (Maybe you can give us a
hint how to approach the multi texture problem.)
At the moment we use a Heightfield with one texture. On the Heightfield
stands a excavator which digs in the Heightfield. The Heightfield of
course changes its height. Now we want to show the different materials
by using different textures.
Maybe you can describe how to use osgterrain/(heightfieldnode???) to
realize that ?
Right now osgTerrain is suited for what you want to do - only
appropriate for static terrain at present. Next year I will be
embarking on work to support dynamically updatable height fields which
will be fully integrated with osgTerrain, and will support both paged
databases and ones that can sit on entirely on the CPU.
The approach I'll be taking is to create a static mesh + a seperate
vertex attribute array that is dynamically updatable - this array will
be the height field, then in a vertex program I'll create offset the
static mesh into its final position. I'll need to handle normal
generation as well.
You needn't go this length though, creating an osg::Geometry by hand
and just update this needed. osg::Geometry supports multi-texturing.
Robert.
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