Re: [osg-users] Swapping Textutes for Thermal Signatures

2009-02-13 Thread David Spilling
Guy,

You can also do it via shaders. Your model would have texture unit 0 =
diffuse texture, and tex unit 1 = thermal texture. In the application you
would set a uniform that declares which texture unit to use (e.g. uniform
int TexUnit). The shader could then select the texture based on the tex
unit.

Although this sort of technique has a higher learning cost to you (more
concepts to pick up) than scenegraph based methods, in the long term it's
good exposure given today's GPU evolution...

David
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Re: [osg-users] Swapping Textutes for Thermal Signatures

2009-02-13 Thread Colin Rayment
We are currently doing something similar. We've considered two approaches:-

One involves providing a switch node for each node/geometry that applies a 
different texture. One path applies the normal texture and the other applies 
the thermal texture, both branches then reference the same geode containing the 
geometry. By changing the status of each switch node it is then possible to 
select either the normal or thermal views.

The other approach adopts a similar structure but with a group node replacing 
the switch node and each branch having a different node mask e.g. 1 for normal, 
2 for thermal. The relevant view is then obtained by setting the appropriate 
mask settings when doing the cull traversal.

Our view is that the former has the benefit of explicitly setting the viewing 
mode within the structure of the model and could be considered more appropriate 
for situations where the viewing mode doesn't change that often, but has issues 
if dynamically switching between viewing modes in that all the associated 
switch nodes will need to be changed. It also doesn't allow support for 
multiple views with differing viewing modes. The latter provides the benefit of 
a single setting changing the viewing mode and thus providing an easier method 
to switch between modes and also allows multiple views to be rendered 
simultaneously with different viewing modes. However it does require your 
viewer to explicitly set the mask settings as the default setting 0x 
would render both views simultaneously.

Hope this helps

Colin

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy Volckaert
Sent: 13 February 2009 00:50
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Swapping Textutes for Thermal Signatures

Hi,

I was wondering what’s the best way to simulate thermal signatures for targets 
and the terrain (i.e heat vision). 

One simple and easy way is to load 2 models - one for day view and another for 
thermal view. However, this poses a big problem for the terrain. I really don't 
want to load the geometry of 2 terrains since that would require too much 
memory. BTW, I use the term "model" to refer to an OpenFlight (FLT) file that I 
load.

Since the geometry of both day and thermal models are identical (at least in my 
case), I should be able to load the day model and then load the textures of the 
thermal model (without loading the geometry of the thermal model). This can 
easily be done by using a filename convention such as adding the suffix "_tml" 
at the end of every thermal texture filename. 

This is all well in theory, but how do I implement it (I am still a rookie). 
Can anyone help me on this?

BTW: I know that there are several techniques to produce good looking thermal 
signatures using shaders, but that's too fancy for me right now. I just need 
something simple that won't consume all my memory.

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Re: [osg-users] Swapping Textutes for Thermal Signatures

2009-02-12 Thread J.P. Delport

Hi,

virtualplanetbuilder (VPB) nowadays support the idea of layers of 
imagery (texture data) on the same elevation data. You could put your 
vis data on one layer and the thermal data on another layer. You can 
dynamically switch between them at runtime.


jp

Guy Volckaert wrote:

Hi,

I was wondering what’s the best way to simulate thermal signatures for targets and the terrain (i.e heat vision). 


One simple and easy way is to load 2 models - one for day view and another for thermal 
view. However, this poses a big problem for the terrain. I really don't want to load the 
geometry of 2 terrains since that would require too much memory. BTW, I use the term 
"model" to refer to an OpenFlight (FLT) file that I load.

Since the geometry of both day and thermal models are identical (at least in my case), I should be able to load the day model and then load the textures of the thermal model (without loading the geometry of the thermal model). This can easily be done by using a filename convention such as adding the suffix "_tml" at the end of every thermal texture filename. 


This is all well in theory, but how do I implement it (I am still a rookie). 
Can anyone help me on this?

BTW: I know that there are several techniques to produce good looking thermal 
signatures using shaders, but that's too fancy for me right now. I just need 
something simple that won't consume all my memory.

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=6732#6732





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[osg-users] Swapping Textutes for Thermal Signatures

2009-02-12 Thread Guy Volckaert
Hi,

I was wondering what’s the best way to simulate thermal signatures for targets 
and the terrain (i.e heat vision). 

One simple and easy way is to load 2 models - one for day view and another for 
thermal view. However, this poses a big problem for the terrain. I really don't 
want to load the geometry of 2 terrains since that would require too much 
memory. BTW, I use the term "model" to refer to an OpenFlight (FLT) file that I 
load.

Since the geometry of both day and thermal models are identical (at least in my 
case), I should be able to load the day model and then load the textures of the 
thermal model (without loading the geometry of the thermal model). This can 
easily be done by using a filename convention such as adding the suffix "_tml" 
at the end of every thermal texture filename. 

This is all well in theory, but how do I implement it (I am still a rookie). 
Can anyone help me on this?

BTW: I know that there are several techniques to produce good looking thermal 
signatures using shaders, but that's too fancy for me right now. I just need 
something simple that won't consume all my memory.

--
Read this topic online here:
http://osgforum.tevs.eu/viewtopic.php?p=6732#6732





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