Re: [osg-users] osgEarth fading effect?

2010-04-21 Thread Akilan Thangamani
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

Re: [osg-users] osgEarth fading effect?

2010-04-21 Thread Torben Dannhauer
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

Re: [osg-users] osgEarth fading effect?

2010-04-21 Thread Akilan Thangamani
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 --

Re: [osg-users] osgEarth fading effect?

2010-04-21 Thread Torben Dannhauer
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.

Re: [osg-users] osgEarth fading effect?

2010-04-16 Thread Robert Osfield
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

[osg-users] osgEarth fading effect?

2010-04-15 Thread Akilan Thangamani
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

Re: [osg-users] osgEarth fading effect?

2010-04-15 Thread Akilan Thangamani
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

Re: [osg-users] osgEarth fading effect?

2010-04-15 Thread Akilan Thangamani
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

[osg-users] osgEarth fading effect?

2010-04-14 Thread Akilan Thangamani
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

Re: [osg-users] osgEarth fading effect?

2010-04-14 Thread Robert Osfield
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

Re: [osg-users] osgEarth fading effect?

2010-04-14 Thread Torben Dannhauer
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 -- Read this topic online here:

Re: [osg-users] osgEarth fading effect?

2010-04-14 Thread Jason Beverage
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