> 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

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