<div dir="ltr"><div><div>Hi Huang,<br><br></div>The technique used in osgSim::OverlayNode simply renders the overlay subgraph into the texture then uses this texture over the top of the main terrain scene graph using multi-texturing. The only part that complicates the code is that it has support for perspective transformation of the overlay texture to enable better texture resolution utilization near the eye point. The approach is inspired by shadow techniques that do a similar transformation of the shadow texture. I am afraid it's too long ago that I wrote the class for me to remember the exact papers that I read at the time.<br><br></div>Robert.<br></div><div class="gmail_extra"><br><div class="gmail_quote">On 16 September 2017 at 13:19, 张凌寒 <span dir="ltr"><<a href="mailto:zhanglinghan1987@126.com" target="_blank">zhanglinghan1987@126.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div style="line-height:1.7;color:#000000;font-size:14px;font-family:Arial"><div>Hi all,</div><div> Recently I'm working at the function of draping vectors to the terrain. I read the source code of osgEarth1.3 which implements the function and found it uses class osgSim::Overlay. However, when I dive into osgSim::Overlay, I can't really get what this class wants to do. The only thing I know about osgSim::Overlay is that it captures a texture and puts it on the terrain. Does anyone know about the algorithm of this class ? Or is there some paper which explains the algorithm? Please help me know.</div><div><br></div><div>Thank you.</div><div>Huang</div><div><br></div><div><br></div></div><br><br><span title="neteasefooter"><p> </p></span><br>______________________________<wbr>_________________<br>
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