Robert,
I set our terrain as input (output.ive) to the same
osgmultitexturecontrol example. It is returning false from the function where
node to the type of multitexturecontrol is searched from our terrain
i.e.,dynamic_cast to multitexturecontrol is failing. Expected elevation
Hi akilan,
May we have got our wires crossed.
You can create osgTerrain with more than one texturelayer. As default layer 0
is shown. You can blend to an of the other texture layers with the multi
texture control.
If I read your problem, I wonder If you are talking about fading to differenz
Hi zonk,
To say straghtly, same region has been constituted by multi resolution tiles.
The transition from coarser to better resolution tile will take place based on
the height we are. As u said, exactly I like to know about the LOD popping
by fadding only.
Akilan. A
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Hi Akilan,
thank you, than your question is my question too :)
My thoughts:
I don't know if osg already provides a fading node to fade in/out the
subsequent scenegraph.
If not, maybe you should develop one. This node could be used in your
osgTerrain to introduce fading in the LOD mechanism.
HI Akilan,
Have a look at the osgmultitexturecontrol example as it does exactly
what you are looking for.
Robert.
On Fri, Apr 16, 2010 at 6:12 AM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
Hi robert
true. My imagery tiles have been constructed as layers such a way coarser
Hi robert
true. My imagery tiles have been constructed as layers such a way
coarser resolution images lies at the top and higher resolution images at
bottom.When my scene is zoomed-in, I like to have the appearance of higher
resolution tiles like fading-in. Is that possible by
Hi robert
true. My imagery tiles have been constructed as layers such a way coarser
resolution images lies at the top and higher resolution images at bottom.When
my scene is zoomed-in, I like to have the appearance of higher resolution tiles
like fading-in. Is that possible by changing alpha
akilan wrote:
Hi robert
true. My imagery tiles have been constructed as layers such a way
coarser resolution images lies at the top and higher resolution images at
bottom.When my scene is zoomed-in, I like to have the appearance of higher
resolution tiles like fading-in. Is
Hi,
Similar to osgEarth which provides to set fading effect to the terrain
tiles, could it be is possible to get the same effect directly from osg alone
and how? Bcoz, to exploit that feature from osgEarth, it puts some constraints
like the terrainDB should be generated with --terrain
Hi Akilan,
When you say fading effect do you simply mean that you want to
change the alpha value of the terrain so that it becomes transparent?
Robert.
On Wed, Apr 14, 2010 at 8:12 AM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
Hi,
Similar to osgEarth which provides to set
Hi,
I think he intends fading out tiles (via alpha) which are replaced by tiles
with higher or lower LOD.
Is there any predefined method? Would be nice to test, especially regarding
performance :)
Cheers,
Torben
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Read this topic online here:
Hi Akilan,
If you're talking about the FadeLayerNode in osgEarth it's basically
just doing a shader that blends multiple texture units together. The
osgFX::MultiTextureControl does something similar without using
shaders is so that we could support fading along with imagery that
contains an
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