David Angelo wrote:
> To make things more interesting, the mesh, hence all of its LODs must
> be editable during runtime. Bummer. One idea would be to precompute
> the hierarchy at startup and change the different tiles of the LOD at
> runtime. Has anybody experience with this?

  I really think your best bet is to expand the input data to a rectangular 
input, use
OSG's PagedLOD and tag your no-data vertices somehow. Then you can have a 
vertex shader
and a fragment shader that can discard polygons that touch no-data, as well as 
allowing
some sort of runtime-override of the vertex attributes to feed modified height 
values to
the vertex shader.

  I'd be happy to consult on a project like this if you think it's beyond you.

-- 
Chris 'Xenon' Hanson, omo sanza lettere                  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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