<div dir="ltr">Thanks Robert for the good explanation (as always ;-) ). I was looking for the piece of the code in VPB that generates the normals, was curious about the algo. But found it in the osgUtil::SmoothingVisitor .. This one is actually generating very nice results. <div><br></div><div>Thanks again!</div><div><br></div><div>Cheers,</div><div>Nick</div></div><div class="gmail_extra"><br><div class="gmail_quote">On Thu, Nov 24, 2016 at 4:49 PM, Robert Osfield <span dir="ltr"><<a href="mailto:robert.osfield@gmail.com" target="_blank">robert.osfield@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">On 24 November 2016 at 14:32, Trajce Nikolov NICK<br>
<span class=""><<a href="mailto:trajce.nikolov.nick@gmail.com">trajce.nikolov.nick@gmail.com</a><wbr>> wrote:<br>
> anyone with a knowledge if VPB is generating normals for the terrain skin<br>
> and can point me to the code snippet where these normals are being<br>
> calculated?<br>
<br>
</span>By default VirtualPlanetBuilder creates paged databases that use<br>
osgTerrain::TerrainTile for the representation and rendering of the<br>
individual terrain tiles. The height field component<br>
(HeightFieldLayer) is uses an osg::HeightField internally to store all<br>
the heights, no normals are stored.<br>
<br>
The normals used for rendering at created by the TerrainTechnique, if<br>
you use the default osgTerrain::GeometryTechnhique then it'll create<br>
an osg::Geometry with vertices, normals and texcoords to do the<br>
rendering. If you use the DisplacementMappingTechnique then it'll be<br>
the shaders that that will compute the normals in the vertex shader.<br>
<br>
Robert.<br>
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</blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="gmail_signature" data-smartmail="gmail_signature">trajce nikolov nick<br></div>
</div>