[osg-users] Large dynamic high-res terrain overlays?

Robert Osfield robert.osfield at gmail.com
Tue Sep 18 03:07:48 PDT 2007


Are you using perspective view dependent mode of OverlayNode?

On 9/18/07, J.P. Delport <jpdelport at csir.co.za> wrote:
> Hi,
>
> the source high-res imagery of the terrain is about 4degx4deg and blue
> marble data for the rest of the globe. The things they want to overlay
> are simple lines and filled polygons (so render to texture/textures
> should be OK), but can now extend over say 500kmx500km. So when I use an
> overlaynode and they zoom in quite close to the terrain, e.g. the lines
> in my original generated texture become massively wide.
>
> jp
>
> Robert Osfield wrote:
> > Hi J.P.
> >
> > How big is the source imagery you users are wanting to use?  If its
> > large be prepared to roll your sleeves up and start implementating
> > some advanced texture paging techniques.
> >
> > Robert.
> >
> > On 9/18/07, J.P. Delport <jpdelport at csir.co.za> wrote:
> >> Hi,
> >>
> >> I am successfully using 2xoverlaynodes for overlays onto a large terrain
> >> database. The overlays are dynamic (i.e. can change per frame). The
> >> texture coord generation of overlaynode/texgennode are essential, as it
> >> makes the overlay follow the terrain.
> >>
> >> The users of the app are creating larger and larger overlays and the
> >> resolution of the overlay texture is becoming a problem.
> >>
> >> Is there a technique that someone can advise me on/point me to that can
> >> be used to create either massive overlays or multitudes (>> texture
> >> units) of smaller ones using OSG?
> >>
> >> thanks
> >> jp
> >>
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