Re: [osg-users] LOD levels in Terrain generation.

2007-10-18 Thread Will Dicharry
I'm not sure if this is what you're looking for, but you can pre-process
your imagery using the gdalwarp utility.  I believe that it contains options
for rescaling and interpolating the source imagery while maintaining the
georeferenced extents of the imagery.

Will

On 10/18/07, om <[EMAIL PROTECTED]> wrote:
>
>  Hi Christoph,
>
> Thanks for your reply.
> As you suggested, it is understandable that data generation stops at the
> original resolution. Is there any option which helps in creating the
> required data by interpolation, in case we require a higher image
> resolution?
>
> Thanks
>
> Om
>
> Christoph Ehrler wrote:
>
> Hi Om,
> just a simple answer and some more questions because I'm not one of
> the VirtualPlanetBuilder/osgDEM coders.
>
> The topmost LOD is the one with the worst resolution (only one tile).
> The deepest LOD is the one with the best resolution.
> When osgDEM arrives at the resolution of the original data it stops
> since doing more levels of detail is ridiculous.
>
> One question for me is how big is LOD 1 ???
> A tile of size 512x512 pixel ??
> Is it possible to reduce the LOD count while preserving that the
> highest LOD is the original resolution??? Meaning, I want to reach my
> original resolution no matter what I definet as LOD count.
>
> Cheers
> Christoph
> On 10/18/07, om <[EMAIL PROTECTED]> <[EMAIL PROTECTED]> wrote:
>
>  Hi,
>
> I tried to generate paged LOD database using osgdem (Using texture map
> and .dem file as input).
> The application is unable to generate the LOD database in case of high
> no of levels(I tried with a level 9 input but only 6 levels were created).
> Application quits after generating these levels without any warning or
> error message.
> Is there any dependency between the image resolution and no of levels?
> Or is it because of some other reasons?
>
> Thanks.
>
> Om
>
>
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Re: [osg-users] LOD levels in Terrain generation.

2007-10-18 Thread Serge Lages
On 10/18/07, om <[EMAIL PROTECTED]> wrote:
>
>  Hi Christoph,
>
> Thanks for your reply.
> As you suggested, it is understandable that data generation stops at the
> original resolution. Is there any option which helps in creating the
> required data by interpolation, in case we require a higher image
> resolution?
>
> Thanks
>
>
>
Hi,

I don't know any option to do that directly. In our project we do it at run
time by generating procedurally new levels when needed (for procedural
purpose or to match the number of texture's levels). It's done thanks to a
custom reader/writer which takes the control when no more levels are
available.

-- 
Serge Lages
http://www.tharsis-software.com
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Re: [osg-users] LOD levels in Terrain generation.

2007-10-18 Thread om

Hi Christoph,

Thanks for your reply.
As you suggested, it is understandable that data generation stops at the 
original resolution. Is there any option which helps in creating the 
required data by interpolation, in case we require a higher image 
resolution?


Thanks

Om

Christoph Ehrler wrote:


Hi Om,
just a simple answer and some more questions because I'm not one of
the VirtualPlanetBuilder/osgDEM coders.

The topmost LOD is the one with the worst resolution (only one tile).
The deepest LOD is the one with the best resolution.
When osgDEM arrives at the resolution of the original data it stops
since doing more levels of detail is ridiculous.

One question for me is how big is LOD 1 ???
A tile of size 512x512 pixel ??
Is it possible to reduce the LOD count while preserving that the
highest LOD is the original resolution??? Meaning, I want to reach my
original resolution no matter what I definet as LOD count.

Cheers
Christoph
On 10/18/07, om <[EMAIL PROTECTED]> wrote:
 


Hi,

I tried to generate paged LOD database using osgdem (Using texture map
and .dem file as input).
The application is unable to generate the LOD database in case of high
no of levels(I tried with a level 9 input but only 6 levels were created).
Application quits after generating these levels without any warning or
error message.
Is there any dependency between the image resolution and no of levels?
Or is it because of some other reasons?

Thanks.

Om


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Re: [osg-users] LOD levels in Terrain generation.

2007-10-18 Thread Christoph Ehrler
Hi Om,
just a simple answer and some more questions because I'm not one of
the VirtualPlanetBuilder/osgDEM coders.

The topmost LOD is the one with the worst resolution (only one tile).
The deepest LOD is the one with the best resolution.
When osgDEM arrives at the resolution of the original data it stops
since doing more levels of detail is ridiculous.

One question for me is how big is LOD 1 ???
A tile of size 512x512 pixel ??
Is it possible to reduce the LOD count while preserving that the
highest LOD is the original resolution??? Meaning, I want to reach my
original resolution no matter what I definet as LOD count.

Cheers
Christoph
On 10/18/07, om <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I tried to generate paged LOD database using osgdem (Using texture map
> and .dem file as input).
> The application is unable to generate the LOD database in case of high
> no of levels(I tried with a level 9 input but only 6 levels were created).
> Application quits after generating these levels without any warning or
> error message.
> Is there any dependency between the image resolution and no of levels?
> Or is it because of some other reasons?
>
> Thanks.
>
> Om
>
>
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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[osg-users] LOD levels in Terrain generation.

2007-10-18 Thread om
Hi,

I tried to generate paged LOD database using osgdem (Using texture map 
and .dem file as input).
The application is unable to generate the LOD database in case of high 
no of levels(I tried with a level 9 input but only 6 levels were created).
Application quits after generating these levels without any warning or 
error message.
Is there any dependency between the image resolution and no of levels? 
Or is it because of some other reasons?

Thanks.

Om


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