> The reason I ask is because my company is investigating doing > snow plowing. > So we are wondering if dynamically deleting and adding > vertices is possible in real-time, or do we choose switch > nodes, or dynamic texturing.
osgTDS currently makes a copy of the geometric data owned by a single Geometry object, processes it, then swaps the processed data for the old data. In this way, processing doesn't block any of the update/cull/draw traversals, allowing real-time rendering. However, the consequence of that is accumulated deformations will need to be done sequentially -- each new deformation will have to wait until processing of the previous deformation is complete. For snow plowing, I imagine you'd grow a linear deformation a vertex at a time as the plow moves, so it's possible that you might run into some latency there. If you can quickly modify a texture for snow plowing, then perhaps you could implement some combination that uses a texture while the geometry is processed in the background, which is displayed later. > Is Phase III a possibility to this SBIR? There's no Phase III planned, but osgTDS is now open source, so anyone can do what they want with it, including adapting it for snow plowing. Both Don and I have new work lined up, and I can't speak for him but I might be available in the future for contract enhancements to osgTDS if necessary. I'm certainly available to answer questions at any time. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
