Re: [osg-users] Clamping models to an osgTerrain

2020-01-11 Thread Robert Osfield
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

Re: [osg-users] Clamping models to an osgTerrain

2020-01-09 Thread Chris Hanson
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

Re: [osg-users] Clamping models to an osgTerrain

2020-01-09 Thread 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

Re: [osg-users] Clamping models to an osgTerrain

2020-01-09 Thread Robert Osfield
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.

Re: [osg-users] Clamping models to an osgTerrain

2019-12-21 Thread SHAYNE TUELLER
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:

[osg-users] Clamping models to an osgTerrain

2019-12-20 Thread Brad Colbert
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