omega95 wrote: can you give me an idea on how to use od_gauge to continuously render a camera view to texture? I don't really know much about it but then every says that Project Rembrandt involves continuous rendering to texture.
And, is there a way to get terrain as a view? I mean, sorta like changing the color based on terrain. Oh, and I'd also need to place my own texture on the terrain, instead of the materials textures..
So, that's not just using od_gauge, for a terrain view, I'd need to actually re-render the whole terrain with some extra stuff...
Here's a picture of the real thing..
So, I was thinking we have the basic terrain and have a checker box texture over it.
And then diffuse it according to this gradient based on altitude.
Any ideas?
I've been adding a bunch of related code snippets to the "Canvas Sandbox" article on the wiki http://wiki.flightgear.org/Canvas_Sandbox
Such a 3D view would be best accomplished by using a scenery child cam, and applying custom effects/shaders to it - but for that, we would need to expose effects/shaders to Canvas::Element.
Alternatively, it would also be possible to come up with a custom "heightfield" element using osg.:HeightField: http://trac.openscenegraph.org/document ... 00364.html
http://osghelp.com/?p=163
http://snipplr.com/view/30974/osg-height-field-example/
http://www.emoticode.net/c-plus-plus/os ... ample.html
It would be relatively straightforward to turn this into a custom Canvas::Element and even hook it up to the built-in terrain presampler, using a configurable resolution.
Anybody familiar with building from source, using git and willing to work through a handful of OSG tutorials should be able to come up with a working "heightfield" element to support such synthetic terrain views.