Doing what you describe is possible with existing functionality, it just
isn't implemented for you. The complicated part in this type of work is
the meshing of the terrain to the cultural data, if you don't need this
level of fidelity then just putting a transform above a model and inserting
Most of the time, when it gets to adding stuf on top of the terrain, I head
over to osgEarth.
I think it's possible to serialize pre-built terrain models from osgEarth,
but I don't know if it is really feasible to do it to the extent that VPB
does.
On Thu, Jan 9, 2020 at 12:25 PM Brad Colbert
Robert, thank you for the reply. The community-crickets were a little
disconcerting.
I don't think it has to be as complicated as you described. Simply finding
the height at the location of the object, placing it there, and placing a
file reference within that tile's hierarchy so that the
I don't know of any off the open sourced tools that do this for you. It
was always something I had on my wish list for VirtualPlanetBuilder but
never had the time/funding to tackle it.
The post processing of paged database is something that has been done over
the years for various purposes.
Hi Brad,
I'm assuming you've looked at the osgSim class? It has the ability to query
where the ground is at the highest LOD of the terrain. It has other methods you
can use to interact with osgTerrain that may be able to help you.
Shayne
> On December 20, 2019 at 4:53 PM Brad Colbert wrote:
Hi folks,
I googled but not found an answer that goes into this.
I have what can be considered a town and want to clamp the buildings to the
terrain (obviously).
What I would prefer is to have some pre-process that runs intersectors on
the terrain, pushing up (or down) through the
6 matches
Mail list logo