Janna Terde wrote: > For now I think I will postpone using VPB. I will have a lot of different > types of data and would need to see how to go around processing it into one > standard.
VPB supports a lot of different data formats. You're ignoring a solid and well-defined asset pipeline here. VPB is sort of the de-facto intended way to get large amounts of heighfield data into OSG and running at high framerates. When you decide to go off-track and roll-it-yourself you are losing all of the expertise built into VPB over time. Now, you yourself need to have all that expertise that Robert embedded into VPB, and obviously you don't have that expertise. And, not to speak for Robert, but I expect his answer will be something along the lines of "I put all that expertise into VPB so I wouldn't have to keep answering peoples questions about heightfields individually." ;) > Currently I am subdividing my height map into smaller ones and rendering > several separate HeightFields. This at least gives me fast geometry update. > However I believe that using plain HeightFields is not good. But since I got > the problems with the TerrainTile/HeightFieldLayer as I mentioned before I > have no choice. One thing to do would be to build a trivial .OSG database from a test dataset using VPB, then compare it to a .osg-saved version of the scenegraph you hand-rolled to see what VPB is doing differently from you that might perhaps make its TerrainTile/HeightFieldLayer objects work where yours do not. The .osg format is ASCII, so it's easy to examine and diff. > I am thinking eventually to look into vertex shader option as it might be the > fastest one. Currently I am implementing a prototype version to see how > fast/slow things can get. Even with the vertex shader, you will still need to get the modified vertex-Z data down the pipeline to the GPU. How do you plan to do that? Shoving a big bite of anything down the pipe is likely to cause bottlenecks, but there are techniques for minimizing the impact of this whether you are using standard vertices or a dynamic vertex-shader. > Cheers, > Janna -- 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 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org