I'm starting a new project that will use VPB databases, but I have some questions about data manipulation :
(all data are re-projected to the same coordinate system before any processing)
1. I need to manage multiple "terrain layers". A layer is made of elevation data and texture data. So I think to build a terrain database for each "terrain layer" and then add all these database in the same scene graph. This allow the user to rebuild / show / hide only selected "terrain layers"
Is there any technical / performance problems to use multiple terrain database nodes in the same scene graph ? I know there will be some rendering artifacts because a (X;Y) point can have different altitudes (one from each "terrain layer") but this is not my question, I wondering about TileID management for example.
2. Some "terrain layers" have elevation data relative to another one. Is there anyway to manage that using osgTerrain ? I think I can "add" the 2 elevation data using GDAL before database creation, but I would prefer to do that at runtime.
3. Is there any "invalid elevation value" management to "cut holes" in source elevation data and then build a database with holes inside ? (not simple shape holes as square)
4. Is there any way to build a "texture only database" (no elevation data) and then add / remove it (as a colorlayer on pre-loaded terrain database) at runtime ?
Thank you!
Cheers,
Aurelien
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I don't have specific answers to your questions but have you considered
using osgEarth instead of VPB?
Given what you're trying to accomplish, osgEarth may be a better fit...
-Shayne
1. I need to manage multiple "terrain layers". A layer is made of elevation data and texture data. So I think to build a terrain database for each "terrain layer" and then add all these database in the same scene graph. This allow the user to rebuild / show / hide only selected "terrain layers"
Is there any technical / performance problems to use multiple terrain database nodes in the same scene graph ? I know there will be some rendering artifacts because a (X;Y) point can have different altitudes (one from each "terrain layer") but this is not my question, I wondering about TileID management for example.
2. Some "terrain layers" have elevation data relative to another one. Is there anyway to manage that using osgTerrain ? I think I can "add" the 2 elevation data using GDAL before database creation, but I would prefer to do that at runtime.
3. Is there any "invalid elevation value" management to "cut holes" in source elevation data and then build a database with holes inside ? (not simple shape holes as square)
4. Is there any way to build a "texture only database" (no elevation data) and then add / remove it (as a colorlayer on pre-loaded terrain database) at runtime ?
Thank you!
Cheers,
Aurelien
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I'm considering using VPB instead of osgEarth for performance issue : we need to provide a smooth user experience at 30-60 fps on midrange hardware.
And since a lot of data are static, I think VPB should give us better performance, but maybe am I wrong ?
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I'm considering using VPB instead of osgEarth for performance issue : we need to provide a smooth user experience at 30-60 fps on midrange hardware.
And since a lot of data are static, I think VPB should give us better performance, but maybe am I wrong ?
http://forum.openscenegraph.org/viewtopic.php?p=46282#46282
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Yes, in the past I've been working about 8 month on a osgEarth based project.
We used a 2 GB dataset, and performance was really bad until the cache is filled.
The new project I'm starting will use dataset about to 5-20 GB, in local storage (with some single files up to 4 GB).
So I'm a little afraid about performance using osgEarth, and the resulting cache size.
Also, a have a restriction : the dataset coordinate system is selected by the end-user, and not necessary a geoid. If I remember well, osgEarth can work only with a geoid.
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Hum, I've missed that in my previous project... you are probably right, it might be the best idea.
I'll check coordinates system mangement in osgEarth to see if it fits our requirements.
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At the question
Aurelien wrote:
> 3. Is there any "invalid elevation value" management to "cut holes" in source elevation data and then build a database with holes inside ? (not simple shape holes as square)
You say
Chris Hanson wrote:
> I don't remember how VPB handles this anymore. I know I've done it though.
The need of drill hole in my terrains is the thing which prevent me to use osgEarth or VPB until now. If you can remember how to do it, it will be a great improvement in my projects.
Thank you!
Cheers,
Eric
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Chris Hanson wrote:
> I don't remember how VPB handles this anymore. I know I've done it though.
On 14 March 2012 15:46, Aurelien Albert <aurelie...@alyotech.fr> wrote:
> 3. Is there any "invalid elevation value" management to "cut holes" in source elevation data and then build a database with holes inside ? (not simple shape holes as square)
There is the osgTerrain::ValidValueOperator base that can be used to
set valid values for data by assigning an instance of one of it's
subclass to the osgTerrain::layer, the osgTerrain::NoDataValue is the
subclass that probably does what you need.
VirtualPlanetBuilder reads the no data values from GDAL and uses this
internally, but I've just done a quick code review and can't spot an
entry in VPB for setting the osgTerrain::NoDataValue.
As for multiple terrain layers, VirtualPlanetBuilder and osgTerrain
were written with assumption that their would only be one elevation
layer per tile. One could possible play with using a SwitchLayer in
osgTerrain and add support for this in VirtualPlanetBuilder to achieve
the ability to have multiple elevation layers, however, this obviously
requires to modifications to VirtaulPlanetBuilder and osgTerrain.
Robert.
Eric
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