HI Licu,

The osgTerrain library has changed roles in the SVN version with the
database generation component moved out into their own separate
distribution - now the VirtualPlanetBuilder project.  This takes the
role of generating large scale paged databases.

osgTerrain will now focus on terrain related rendering such as
rendering height fields.  Very little exists in this direction but
we'll slowly fill this out.

One needn't use osgTerrain for your own terrain work though, and can
just create scene graphs containing nodes, geometry and state as you
required.  The internal nodes can include PagedLOD or conventioanl LOD
nodes, its entirely your choice.

I can't really help you in how to go about implementing integration
with your app, it all depends upon the terrain modeller and how it
creates data and how you wish to view it.

Robert.



On 3/8/07, LiCU A <[EMAIL PROTECTED]> wrote:
Hello, I'm writing an export plug-in for a terrain
modeling application. I've been browsing the OSG
documentation and examples in the last days but I
still have some uncertainties. First of, what's the
best way to construct the terrain scene graph? For now
I've been using osg::Geometry and Drawables to create
generic geometry surfaces to represent the terrain
zones. I've saw that there is also a osgTerrain but is
this only for terrain generation or can it be used to
keep and render the terrain data, too? To be noted
that the terrain is made of multiple zones with
multiple layers of textures and also LOD must be
implemented (and maybe some paging mechanism).

And another question, if I am to represent the terrain
thru normal geometry how do I encode multiple layers
of textures (using multi-textures and multi-pass if
necessary)? How can I use the same osg::Geometry but
with different render states and textures?

Thanks,
Licu



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