On 3/28/07, Emmanuel Roche <[EMAIL PROTECTED]> wrote:
Hello everyone, Currently, I'm developing a program where I have to display an Earth model... to perform this I use : - a big sphere shape... - a dds texture of 4096x2048 for day time - another similar texture of 4096x2048 for night time - a cloud texture of ... 4096x2048 :-( - another normal map .png texture of 4096x2048 again... - a shader to mix all this... ... as you might guess, I need something like a geforce 7900 to run this... but now I would like to port this simulation on low computer, my question is simple: how can I do this without loosing texture quality ??? In fact, my question is more general: taking into account that using big textures is bad (I read somewhere that 512x512 is the better choice to keep things "real time"...), is there any solution right now to cut objects and textures to tile them in OSG ?? i'm aware about the LODing system for terrain shapes, but I'm speak about more general shapes, and i'm not wanting to store too huge databases. I tried the OSSIM library lately, with their ossimPlanetViewer, that a good example of dynamic tile generation, another good example of what i'm looking for is the Celestia Virtual texture concept... the key is : getting the big textures, and use them directly (the software taking care of cutting them and cutting the models of example... [that's the only pratical solution I see to display more information])... is there any library or add on trying to provide this in OSG ? regards,
Hi ! Have a look at osgdem (or VirtualPlanetBuilder in the svn), it provides what you need to tile your terrain. -- Serge Lages http://www.magrathea-engine.org
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