Seems like using a tesselated mesh that stays in place but using multiple (4? 9?) tiled textures that you offset within a vertex shader might do what you want.
On Sat, Sep 16, 2017 at 1:10 AM, Paul Cooper <paul.ta...@internode.on.net> wrote: > Hi, I'm coming back into OSG after a while and was wondering how I should > go about developing a continuous terrain given only say a 256x256 plane. At > this stage I just want to get the terrain scrolling with a time variable > but eventually I would like to have it scroll using the viewMatrix, i.e. > you're in a plane flying forward you are always centered on the plane but > the terrain detail is moving to give you the impression of an infinite > plane. Has anyone any idea how to approach this? > > Best regards, > > _______________________________________________ > 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 • Forensics • Imaging • UAVs • 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]
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