As I try more cases I'll be able to get a better sense of the speed differences
and if I do any systematic tests I'll report back.
My main concern at this point is whether I'll be able to use my existing
nodevisitors on objects such as trees that are clamped onto osgEarth. My
existing code is
Ethan,
The answer to that question (accessing the tree node) depends on how you're
getting it into the scene (there are several ways).
If you are using marker-substitution with clustering on, your tree model
will be deconstructed and optimized -- you won't be able to get to
individual tree nodes
Ethan,
The answer to that question (accessing the tree node) depends on how you're
getting it into the scene (there are several ways).
If you are using marker-substitution with clustering on, your tree model
will be deconstructed and optimized -- you won't be able to get to
individual tree nodes
I had been building terrain complexes using osgdem using both the -d and -t
flags to combine elevation and textures. This works great when I have
relatively low resolution. I am now running into scenarios where I am using 1
meter lidar elevation data and want the maximum number of levels.
On 2/1/2012 7:02 AM, Ethan Fahy wrote:
I had been building terrain complexes using osgdem using both the -d and -t
flags to combine elevation and textures. This works great when I have
relatively low resolution. I am now running into scenarios where I am using
1 meter lidar elevation data
Thanks Chris,
I actually compile osgEarth and osgGIS last week and played around with them a
bit thinking I may go in that direction. I was having trouble getting the vpb
driver to work properly and the osgEarth vpb driver page even says:
If at all possible, you should run osgEarth against the
I think the best thing then is for me to get my scenarios up and running with
osgEarth and see just how much a speed hit I'd take using it vs VPB. Plus the
project I'm working on may ultimately be better served by hosting the data on a
server and creating a web interface for the user, and
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