[osg-users] osgTerrainGenerator

Julien Valentin julienvalentin51 at gmail.com
Sun Feb 19 04:29:16 PST 2017


Hi

I followed the link in your sources on gamedev archives
Have you implemented the bo filtering too?
This kind of approach seams a bit old to me (2004) and It has been quite a while since I used VPB but perhaps box filtering could be an interesting feature (if it'not already there).

There are been plenty of evolutions on terrain rendering litterature since the rise of the tesselation shader and the deprecation of approach such as SOAR.
ex: (its DX stuff but have its gl equivazlent)
https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/TerrainTessellation_WhitePaper.pdf
or simply dl gameworkd nvidia opengl sdk there
https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/opengl_samples/terraintessellationsample.htm

I don't know if vpb is still used in the community...
Robert may have his idea on it...
  
cheers



Raizel wrote:
> Hi, Robert.
> 
> osgTerrainGenerator creates terrain from heightmap and creates
> the specified quantity of LODs(simplified VPB).
> 
> Of course, you can use it as a part of OSG.


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http://forum.openscenegraph.org/viewtopic.php?p=70284#70284








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