Hi Chris, Do you mean that VPB now uses a regularly gridded mesh which I would have to convert into a TIN in order to use osgTDS? Can I configure VPB to output in the “old way” so I can use osgTDS on the generated mesh? I see I can give the following options, but don’t know if any of them will have an effect in this case:
Output: --HEIGHT_FIELD: Create a height field database --POLYGONAL: Create a height field database (default) --TERRAIN: Create a osgTerrain::Terrain database What you have done sounds interesting! Too bad you can’t release it (at least yet). I guess the process of merging the roads with the terrain would be offline if done on the CPU, I don’t see why it shouldn’t be..? I have also thought of marking the triangles in the terrain skin that are cut by a road, so they can be subdivided and flattened in a geometry shader. The marking could for example be done by clever use of texture coordinates, and distances to the closest point on the road relative to each of the affected vertices stored in textures. Any thoughts on this? I really don’t know if it is feasible. The good thing is that if it works you don’t need to make changes to VPB or the database, jus run a pre-processing step to generate the texture coordinates and textures. Martin ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21224#21224 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org