No osgdem would not be enough : some of the textures I use can change
dynamically,  how could I use them on osgdem tiles, the uv coords would
hardly correspond, no ?


regards,
Emmanuel.

2007/3/28, Serge Lages <[EMAIL PROTECTED]>:

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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