Re: [osg-users] osgEarth fading effect?

2010-04-21 Thread Torben Dannhauer
Hi Akilan,

thank you, than your question is my question too :)

My thoughts: 
I don't know if osg already provides a "fading node" to fade in/out the 
subsequent scenegraph.

If not, maybe you should develop one. This node could be used in your 
osgTerrain to introduce fading in the LOD mechanism.



Thank you!

Cheers,
Torben

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Re: [osg-users] osgEarth fading effect?

2010-04-21 Thread Akilan Thangamani
Hi zonk,

To say straghtly, same region has been constituted by multi resolution tiles.
The transition from coarser to better resolution tile will take place based on 
the height we are.   As u said, exactly I like to know  about the LOD popping 
by fadding only. 

Akilan. A

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Re: [osg-users] osgEarth fading effect?

2010-04-21 Thread Torben Dannhauer
Hi akilan,

May we have got our wires crossed.

You can create osgTerrain with more than one texturelayer. As default layer 0 
is shown. You can blend to an of the other texture layers with the multi 
texture control.

If I read your problem, I wonder If you are talking about fading to differenz 
LODs. 

Assume you fly 4 feet above ground, and then you dive near ground, so your 
tiles will be replaced by higher resolution tiles. Usually the tiles pop in. 
Sometimes this is clear visible, if distant enough it is hardly visible. Do you 
want to replace this LOD popping by fading to ney LOD?

Thank you!

Cheers,
Torben

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Re: [osg-users] osgEarth fading effect?

2010-04-21 Thread Akilan Thangamani
Robert,

  I set our terrain  as input (output.ive) to the same 
osgmultitexturecontrol example. It is returning false from the function where 
node to the type of "multitexturecontrol " is searched  from our terrain 
i.e.,dynamic_cast to multitexturecontrol is failing.   Expected elevation 
blending/fading layers is not happening. Pls let me understand the problem.

Akilan. A

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Re: [osg-users] osgEarth fading effect?

2010-04-16 Thread Robert Osfield
HI Akilan,

Have a look at the osgmultitexturecontrol example as it does exactly
what you are looking for.

Robert.

On Fri, Apr 16, 2010 at 6:12 AM, Akilan Thangamani
 wrote:
> Hi robert
>
> true. My imagery tiles have been constructed as layers such a way coarser 
> resolution images lies at the top and higher resolution images at bottom.When 
> my scene is zoomed-in, I like to have the appearance of higher resolution 
> tiles like fading-in. Is that possible by changing alpha values of the tiles?
>
>
> Akilan
>
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>
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Re: [osg-users] osgEarth fading effect?

2010-04-15 Thread Akilan Thangamani

akilan wrote:
> Hi robert
>
>  true. My imagery tiles have been constructed as layers such a way 
> coarser resolution images lies at the top and higher resolution images at 
> bottom.When  my scene is zoomed-in, I like to have the appearance of higher 
> resolution tiles like fading-in. Is that possible by changing alpha values of 
> the tiles?
> 
> Extremely sorry.  Unknowingly new  thread created for this. The same querry 
> added with existing thread
> 
> Akilan. A


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Re: [osg-users] osgEarth fading effect?

2010-04-15 Thread Akilan Thangamani
Hi robert

true. My imagery tiles have been constructed as layers such a way coarser 
resolution images lies at the top and higher resolution images at bottom.When 
my scene is zoomed-in, I like to have the appearance of higher resolution tiles 
like fading-in. Is that possible by changing alpha values of the tiles?


Akilan

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[osg-users] osgEarth fading effect?

2010-04-15 Thread Akilan Thangamani
Hi robert
   
 true. My imagery tiles have been constructed as layers such a way 
coarser resolution images lies at the top and higher resolution images at 
bottom.When  my scene is zoomed-in, I like to have the appearance of higher 
resolution tiles like fading-in. Is that possible by changing alpha values of 
the tiles?


Akilan. A

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Re: [osg-users] osgEarth fading effect?

2010-04-14 Thread Jason Beverage
Hi Akilan,

If you're talking about the FadeLayerNode in osgEarth it's basically
just doing a shader that blends multiple texture units together.  The
osgFX::MultiTextureControl does something similar without using
shaders is so that we could support fading along with imagery that
contains an alpha channel.

You should be able to use the shaders for the most part and apply them
to a regular VPB model.

Jason

On Wed, Apr 14, 2010 at 5:23 AM, Torben Dannhauer
 wrote:
> Hi,
>
> I think he intends fading out tiles (via alpha)  which are replaced by tiles 
> with higher or lower LOD.
>
> Is there any predefined method? Would be nice to test, especially regarding 
> performance :)
>
>
>
> Cheers,
> Torben
>
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Re: [osg-users] osgEarth fading effect?

2010-04-14 Thread Torben Dannhauer
Hi,

I think he intends fading out tiles (via alpha)  which are replaced by tiles 
with higher or lower LOD.

Is there any predefined method? Would be nice to test, especially regarding 
performance :)



Cheers,
Torben

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Re: [osg-users] osgEarth fading effect?

2010-04-14 Thread Robert Osfield
Hi Akilan,

When you say "fading effect" do you simply mean that you want to
change the alpha value of the terrain so that it becomes transparent?

Robert.

On Wed, Apr 14, 2010 at 8:12 AM, Akilan Thangamani
 wrote:
> Hi,
>
>      Similar to osgEarth which provides to set fading effect to the terrain 
> tiles, could it be is possible to get the same effect directly from osg alone 
> and how? Bcoz, to exploit that feature from osgEarth, it puts some 
> constraints like the terrainDB should be generated with --terrain options and 
> some other split level specifications. By passing all those constraints I wud 
> like to see thru my terrainDB with the fading effect. I hope dat dis s not 
> just to do with pagedLOD.
>
> Thanks
>
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[osg-users] osgEarth fading effect?

2010-04-14 Thread Akilan Thangamani
Hi,

  Similar to osgEarth which provides to set fading effect to the terrain 
tiles, could it be is possible to get the same effect directly from osg alone 
and how? Bcoz, to exploit that feature from osgEarth, it puts some constraints 
like the terrainDB should be generated with --terrain options and some other 
split level specifications. By passing all those constraints I wud like to see 
thru my terrainDB with the fading effect. I hope dat dis s not just to do with 
pagedLOD.

Thanks

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