Re: [osg-users] altitude terrain shading...

2009-01-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
: Saturday, January 17, 2009 8:02 AM To: OpenSceneGraph Users Subject: Re: [osg-users] altitude terrain shading... Dear Shayne, Recently I used a vertex+fragment shader to do color-coding of altitude of a terrain model in OSG. I don't have exact measurements, but I did not experience (nor expected

Re: [osg-users] altitude terrain shading...

2009-01-19 Thread Robert Osfield
HI Gerwin, I've done a little bit of point cloud vis, using small scale laser scanner data rather large scale terrain. One technique I never tried, but did think about, was rendering the pointer cloud to a texture to generate a height texture, which is then used as a source for a vertex program

Re: [osg-users] altitude terrain shading...

2009-01-18 Thread Gerwin de Haan
Hi Gordon, We have many different point-cloud datasets from both terrestial and aerial LiDAR scans, most of them in the range of ~20M points (some with intensity values and/or with rgb values), but some sets total over 2B points divided in tiles. I now build either a quad- or oct tree

Re: [osg-users] altitude terrain shading...

2009-01-17 Thread Gerwin de Haan
: Re: [osg-users] altitude terrain shading... With the Shader approach you still typically use a 1d texture, but can have good control of what color a pixel gets and you can place palettes in the texture etc.. Works well Gordon

Re: [osg-users] altitude terrain shading...

2009-01-17 Thread Tomlinson, Gordon
-Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gerwin de Haan Sent: Saturday, January 17, 2009 10:02 AM To: OpenSceneGraph Users Subject: Re: [osg-users] altitude terrain shading... Dear Shayne, Recently I

Re: [osg-users] altitude terrain shading...

2009-01-15 Thread Robert Osfield
Hi Shayne, The standard way to do this would be to use a Texture1D for the colour banding and TexGenNode to compute the tex coords for you. See the osgtexture1D example. Robert. On Wed, Jan 14, 2009 at 10:42 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:

Re: [osg-users] altitude terrain shading...

2009-01-15 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
: Thursday, January 15, 2009 1:58 AM To: OpenSceneGraph Users Subject: Re: [osg-users] altitude terrain shading... Hi Shayne, The standard way to do this would be to use a Texture1D for the colour banding and TexGenNode to compute the tex coords for you. See the osgtexture1D example. Robert. On Wed

Re: [osg-users] altitude terrain shading...

2009-01-15 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Thursday, January 15, 2009 9:07 AM To: OpenSceneGraph Users Subject: Re: [osg-users] altitude terrain shading... With the Shader approach you still typically use a 1d texture, but can have good control of what color a pixel gets and you can place palettes

[osg-users] altitude terrain shading...

2009-01-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All, I have a requirement to do some altitude shading (coloring) to a terrain database based off a referenced altitude. In other words, I would like to shade the terrain to be green below a given altitude and then shade it brown at or above the given altitude. The reference altitude basically

Re: [osg-users] altitude terrain shading...

2009-01-14 Thread Sukender
Sent: Wednesday, January 14, 2009 5:43 PM To: OpenSceneGraph Users Subject: [osg-users] altitude terrain shading... All, I have a requirement to do some altitude shading (coloring) to a terrain database based off a referenced altitude. In other words, I would like to shade the terrain