I did move the vertices in GPU program, that's fast compared to CPU. I transformed the attributes of every vertex to GLSL and move them in GPU according to the parameters. Hope that helps.
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Zach Deedler Sent: Tuesday, April 17, 2007 7:00 AM To: 'osg users' Subject: RE: [osg-users] Snow plowing Hi Robert, I thought about the height field for plowing. The only problem I see there is rendering large areas. This would result in a lot of vertices which would render horribly. This calls for levels-of-detail, which will complicate things greatly. Do we just add lower-levels of detail, and modify all LODs when plowing? Also, I am concerned that a height field will result in blocky looking snow clearing. What about bump maps? Zach -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Monday, April 16, 2007 14:36 To: osg users Subject: Re: [osg-users] Snow plowing Hi Zach, On 4/16/07, Zach Deedler <[EMAIL PROTECTED]> wrote: > INVESTIGATION > I1) I am investigating moving/removing/adding vertices in real-time. > I2) I am also investigating modifying texture alpha values (Kind of > like erasing the overlying snow). > > QUESTIONS > Q1) Are there any osg examples that may help me in this investigation? > Examples that may dynamically move/remove/add vertices in real-time? The osgTDS does adding of vertices on loadtime, not quite real-time but it might give you something to review. There arn't any other OSG examples don't do adding/removing vertices. In general I'd say try to avoid adding and removing vertices, by adjusting their heights/colours. If keep a static mesh with static base attributes, and minimize the amount of data you update per frame then you should be in a good position for hitting real-time needs. > Q2) I am looking for consultation for simulating snow plowing with > OSG. If anybody believes they have the expertise to do this please contact me. I'm not available right now alas, it'd would be a fun project though :-) > Q3) Anybody have suggestions on how to implement snow plowing? I'd try out using a static height field that is displaced by values that are updated in real-time, a simple vertex shader could do the displacement either reading the z values for float tex coord array, or from using tex read. It just so happens that some of the upcoming work on osgTerrain will provide support for doing displacement maps that can be updated in real-time. Perhaps this could be reused for your purpose. Robert. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
