Hi Validimir,
How are you planning on determining the presence of water? Does the
model already have some kinda of identifier? Is the water a distinct
chunk of geometry? When you say you one big Terrain Node what exact
do you mean?
As a general note, I'd have to say that I would tackle this ty
Hi Vladimir
Im guessing you would still have a problem regarding costal areas, my bet
would be that you would have many nodes that contain both water and land.
Im guessing you should find a way to treat this on the pixel level.
Either by encoding it in the texture or elevation data, or by using
Hello Vladimir,
So I wrote NodeVisitor that returns a NodeList of nodes that matching a
certain name.
But I'm afraid such approach is far not the best (and definitely not so
fast, because in depth there's
a strcomp() somewhere).
Well, if your NodeVisitor runs in the frame loop of course it'
Hello !
My name is Vladimir, and I'm a very newbie to OSG.
I'm developing a shader-based water effect for FlightGear flight simulator,
and now fighting with a little problem.
Since in FlightGear we don't have a difference from Ground and Water (in
fact it's one big Terrain Node),
I have to use Node
4 matches
Mail list logo