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 _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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