: 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
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
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...
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
-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
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:
: 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
...@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
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
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
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