Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?
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 pretty straight forward because I load the tree.ive file to an osg node directly. In osgEarth, I'm not sure how I could go about accessing the osg node of the tree, or how osgEarth even stores the tree.ive as a node. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45192#45192 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?
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 (though you can still do things like intersections against the group as a whole). For substitution with clustering off, a single tree node gets placed under a number of MatrixTransforms; one for each instance of the tree. For GeometryNode annotation, the tree node is simply a child and unaltered; the GeometryNode simply places it on the Earth and manages any auto-clamping if applicable. Glenn Waldron / Pelican Mapping / @glennwaldron On Thu, Feb 2, 2012 at 10:03 AM, Ethan Fahy ethanf...@gmail.com wrote: 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 pretty straight forward because I load the tree.ive file to an osg node directly. In osgEarth, I'm not sure how I could go about accessing the osg node of the tree, or how osgEarth even stores the tree.ive as a node. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45192#45192 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?
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 (though you can still do things like intersections against the group as a whole). For substitution with clustering off, a single tree node gets placed under a number of MatrixTransforms; one for each instance of the tree. For GeometryNode annotation, the tree node is simply a child and unaltered; the GeometryNode simply places it on the Earth and manages any auto-clamping if applicable. Glenn Waldron / @glennwaldron On Thu, Feb 2, 2012 at 10:03 AM, Ethan Fahy ethanf...@gmail.com wrote: 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 pretty straight forward because I load the tree.ive file to an osg node directly. In osgEarth, I'm not sure how I could go about accessing the osg node of the tree, or how osgEarth even stores the tree.ive as a node. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45192#45192 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?
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. This takes hours to generate, but I may be looking at the same area over and over. However, the texture that I wrap onto that same are will be changing. Do I need to run osgdem for each texture? As far as I can see in the documentation there isn't any way to add texture to an existing osgdem-generated terrain complex; am I wrong? I know that for each level, osgdem is breaking up the original texture and doing level of detail wrappings for it, so maybe it is impossible. I may end up digging into the source code for osgdem to see what can be done but wanted to pose this question to the forum to see if anyone has any ideas about whether this can be done already or how feasible it is to do this by changing the existing source code. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45162#45162 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?
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 and want the maximum number of levels. This takes hours to generate, but I may be looking at the same area over and over. However, the texture that I wrap onto that same are will be changing. Do I need to run osgdem for each texture? As far as I can see in the documentation there isn't any way to add texture to an existing osgdem-generated terrain complex; am I wrong? I know that for each level, osgdem is breaking up the original texture and doing level of detail wrappings for it, so maybe it is impossible. I may end up digging into the source code for osgdem to see what can be done but wanted to pose this question to the forum to see if anyone has any ideas about whether this can be done already or how feasible it is to do this by changing the existing source code. Thanks! One word: osgEarth. http://osgearth.org/ It can drape new imagery onto VPB-built terrain models, or can just build the terrain models on the fly with whatever imagery you want. If you want pre-compiled binaries, they're available through my company's support program. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?
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 original source data instead of using this driver. You will get better performance with suffer fewer headaches. Are you suggesting replacing VPB with osgEarth entirely for my needs vs generating a VPB terrain file and combining it with osgEarth? Chris 'Xenon' Hanson wrote: 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 and want the maximum number of levels. This takes hours to generate, but I may be looking at the same area over and over. However, the texture that I wrap onto that same are will be changing. Do I need to run osgdem for each texture? As far as I can see in the documentation there isn't any way to add texture to an existing osgdem-generated terrain complex; am I wrong? I know that for each level, osgdem is breaking up the original texture and doing level of detail wrappings for it, so maybe it is impossible. I may end up digging into the source code for osgdem to see what can be done but wanted to pose this question to the forum to see if anyone has any ideas about whether this can be done already or how feasible it is to do this by changing the existing source code. Thanks! One word: osgEarth. http://osgearth.org/ It can drape new imagery onto VPB-built terrain models, or can just build the terrain models on the fly with whatever imagery you want. If you want pre-compiled binaries, they're available through my company's support program. -- Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45171#45171 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?
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 everything I've read makes it seem like osgEarth would definitely be better suited for that task. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45173#45173 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org