Hi Robert,

sorry for the delay, but I've been out of the office for a few days.

Robert Osfield wrote:
The second problem and outwardly more serious is that the low res
tiles that come up initially are all white, and just very simple
quads, and as the higher res tiles are paged in holes appear where the
tiles should be.
We tracked down the problem and it is because of the optimization, which is done when loading the database into the OSG viewer.

We have a MatrixTransform as parent of the whole scene, which moves the terrain to it's place in world coordinate system. This matrix is baked into the Nodes in the FlattenStaticTransformsVisitor, when loading to OSG viewer. But as there are PagedLOD nodes to the extern referenced tiles, those are not transformed and don't appear in place. Hmmm- is it a bug or a feature? For our application we would have to insert a new matrix over the PagedLODs.
If you need s.th. bigger or some adjustments to your needs, we might be
able to provide those, too.

What did you mean with the "s.th." above?
It's all about terrain ;-) Well, we could generate the island in higher res for example for some stress testing.

By the way: we are just holding all LODs of one tile in one .ive file, which certainly isn't ideal for paging many LODs. What would you expect to be a good policy for paging. How does osgTerrain do it for example? Sorry, but I didn't familiarize myself with it yet.
Thanks for any info or testing.

-Stephan-

--
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Stephan Kussmaul
Geschaeftsfuehrender Gesellschafter / managing director
TrianGraphics GmbH
Zionskirchstr. 73, 2.OG
10119 Berlin
Germany
Tel: +49 (0)30 48495565   FAX: +49 (0)30 48495581
Email: [EMAIL PROTECTED]
Web: www.triangraphics.de
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