<div dir="ltr"><div><div><div><div>Hi Maya,<br><br></div>There isn't any particular "literature" that I used when working out the maths, I just used my own knowledge of maths and derived things myself. It's not complicated. <br><br>Each successive level you double the resolution in each so you get a formula in the sytle:<br><br></div> resolution (L) = tileSize * 2 ^ (L)<br><br></div>So to work out the number of levels you require to hit a target resolution you simply take the log of both side and restructure things a little to account for in needing an integer Level.<br><br></div><div>Robert.<br></div></div><div class="gmail_extra"><br><div class="gmail_quote">On 20 June 2016 at 23:02, maya leonard <span dir="ltr"><<a href="mailto:mayaleonard@hotmail.com" target="_blank">mayaleonard@hotmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div><div dir="ltr">Hello,<br><br>Can someone point me to the literature for computing<br><br>(1 ) AR = xRange/ yRange in <br><br><span> bool</span> <span>DataSet::computeOptimumTileSystemDimensions</span>(<span>int</span>& C1, <span>int</span>& R1)<br> Lines 247- 270 DataSet.cpp<br><br>and <br><br><table><tbody><tr><td><span>(2) int</span> k_cols = <span>int</span>( <span>ceil</span>( <span>1.0</span> + ::<span>log</span>( destination_xRange / (_C1 * sourceResolutionX * tileSize ) ) / ::<span>log</span>(<span>2.0</span>) ) );</td>
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</tr></tbody></table> <span>int</span> k_rows = <span>int</span>( <span>ceil</span>( <span>1.0</span> + ::<span>log</span>( destination_yRange / (_R1 * sourceResolutionY * tileSize ) ) / ::<span>log</span>(<span>2.0</span>) ) );<br><br><span> bool</span> <span>DataSet::computeOptimumLevel</span>(Source* source, <span>int</span> maxLevel, <span>int</span>& level)<br> Lines 201 - 210 DataSet.cpp<br><br>Thank you<span class="HOEnZb"><font color="#888888"><br><br>Maya<br><br><br> </font></span></div></div>
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