Aaron, this sounds a lot like something I've worked with recently. If you want to get in touch with me privately and share more details on the format you are working with, I might be able to assist you more.
On Sun, Aug 16, 2015 at 3:11 PM, Aaron Andersen <aa...@fosslib.net> wrote: > Hello, > > I'm planning to render a custom (preexisting) map file format using osg > and was looking for some guidance. I haven't been using osg for that long > so I figure it is worth asking if there is either a way to adapt some > existing code in the library to fit this custom format, or if not, what > people might suggest as a good way to go about implementing loading and > rendering this map file format with osg. > > The map is composed of individual 3d mesh tiles of variable size that are > "snapped" together side by side somewhat similar to toy Lego blocks. Most > mesh tiles are relatively small so there are a large number of these mesh > tiles required to draw the map. As for the file format itself, the map is > broken up spatially into many separate files (known as "regions"). > > I wish to write some code so that the map will be read into my application > and populate the scene graph seamlessly so there won't need to be a loading > screen every time the camera zooms to a new area of the map. The maps > stored in this format are *way* too large to load into memory all at once, > so I will need to stream data in as the camera approaches new areas and out > as it leaves other areas, always keeping the scene graph up to date. > > I should mention that the map file format is a little peculiar in that > none of the 3d mesh tiles have any absolute position information listed at > all. Each and every mesh tile is placed relative to the an adjacent mesh > tile. I can arbitrarily choose any mesh tile from a map file and place it > at 0,0,0 and from there start placing adjacent tiles, and for each adjacent > tile place the adjacent tiles, recursively over and over, to build up the > map. I mention this placement peculiarity because it means that I can only > ever know the absolute position of any mesh tile that is relatively close > to the camera (ie. the area of the map I'm currently rendering). > > If any clarification is required please let me know and thank you kindly > for any advice anyone can offer me. > > Aaron Andersen > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Legal/IP • Code Forensics • Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile • iPhone/iPad/iOS • Android @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775) 623-PIXL [7495]
_______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org