Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?

2012-02-02 Thread Ethan Fahy
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.

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Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?

2012-02-02 Thread Glenn Waldron
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.

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 http://forum.openscenegraph.org/viewtopic.php?p=45192#45192





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Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?

2012-02-02 Thread Glenn Waldron
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.

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 http://forum.openscenegraph.org/viewtopic.php?p=45192#45192





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[osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?

2012-02-01 Thread Ethan Fahy
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!

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Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?

2012-02-01 Thread Chris 'Xenon' Hanson
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
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Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?

2012-02-01 Thread Ethan Fahy
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
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Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?

2012-02-01 Thread Ethan Fahy
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.

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