Aurelien,

I don't have specific answers to your questions but have you considered
using osgEarth instead of VPB?

Given what you're trying to accomplish, osgEarth may be a better fit...

-Shayne

-----Original Message-----
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Aurelien Albert
Sent: Wednesday, March 14, 2012 9:47 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] Multiple terrain layers and relative
altitudeheightmap

Hi,

I'm starting a new project that will use VPB databases, but I have some
questions about data manipulation :

(all data are re-projected to the same coordinate system before any
processing)

1. I need to manage multiple "terrain layers". A layer is made of
elevation data and texture data. So I think to build a terrain database
for each "terrain layer" and then add all these database in the same
scene graph. This allow the user to rebuild / show / hide only selected
"terrain layers"

Is there any technical / performance problems to use multiple terrain
database nodes in the same scene graph ? I know there will be some
rendering artifacts because a (X;Y) point can have different altitudes
(one from each "terrain layer") but this is not my question, I wondering
about TileID management for example.

2. Some "terrain layers" have elevation data relative to another one. Is
there anyway to manage that using osgTerrain ? I think I can "add" the 2
elevation data using GDAL before database creation, but I would prefer
to do that at runtime.

3. Is there any "invalid elevation value" management to "cut holes" in
source elevation data and then build a database with holes inside ? (not
simple shape holes as square)

4. Is there any way to build a "texture only database" (no elevation
data) and then add / remove it (as a colorlayer on pre-loaded terrain
database) at runtime ?


Thank you!

Cheers,
Aurelien

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46268#46268





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