I have many Esri Grid files (https://en.wikipedia.org/wiki/Esri_grid#ASCII) and I would like to render them in 3D without losing precision, I am using OpenSceneGraph.
The problem is this grids are around 1000x1000 (or more) points, so when I extract the vertices, then compute the triangles to create the geometry, I end up having millions of them and the interaction with the scene is impossible (frame rate drops to 0).
I've tried several approches:
Triangle list
Basically, as I read the file, I fill an array with 3 vertices per triangle (this leads to duplication);
osg::ref_ptr<osg::Geode> l_pGeodeSurface = new osg::Geode;
osg::ref_ptr<osg::Geometry> l_pGeometrySurface = new osg::Geometry;
osg::ref_ptr<osg::Vec3Array> l_pvTrianglePoints = osg::Vec3Array;
osg::ref_ptr<osg::Vec3Array> l_pvOriginalPoints = osg::Vec3Array;
... // Read the file and fill l_pvOriginalPoints
for(*triangle inside the file*)
{
... // Compute correct triangle indices (l_iP1, l_iP2, l_iP3)
// Push triangle vertices inside the array
l_pvTrianglePoints->push_back(l_pvOriginalPoints->at(l_iP1));
l_pvTrianglePoints->push_back(l_pvOriginalPoints->at(l_iP2));
l_pvTrianglePoints->push_back(l_pvOriginalPoints->at(l_iP3));
}
l_pGeometrySurface->setVertexArray(l_pvTrianglePoints);
l_pGeometrySurface->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLES, 0, 3, l_pvTrianglePoints->size()));
Indexed triangle list
Same as before, but the array contains the every vertices just once and I create a second array of indices (basically i tell osg how to build triangles, no duplication)
osg::ref_ptr<osg::Geode> l_pGeodeSurface = new osg::Geode;
osg::ref_ptr<osg::Geometry> l_pGeometrySurface = new osg::Geometry;
osg::ref_ptr<osg::DrawElementsUInt> l_pIndices = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, *number of indices*);
osg::ref_ptr<osg::Vec3Array> l_pvOriginalPoints = osg::Vec3Array;
... // Read the file and fill l_pvOriginalPoints
for(i = 0; i < *number of indices*; i++)
{
... // Compute correct triangle indices (l_iP1, l_iP2, l_iP3)
// Push vertices indices inside the array
l_pIndices->at(i) = l_iP1;
l_pIndices->at(i+1) = l_iP2;
l_pIndices->at(i+2) = l_iP3;
}
l_pGeometrySurface->setVertexArray(l_pvOriginalPoints );
l_pGeometrySurface->addPrimitiveSet(l_pIndices.get());
Instancing
this was a bit of an experiment, since I've never used shaders, I tought I could instance a single triangle, then manipulate its coordinates in a vertex shader for every triangle in my scene, using transformation matrices (passing the matrices as a uniform array, one for triangle). I ended up with too many uniforms just with a grid 20x20.
I used these links as a reference:
None of the above solved my issue, what else can I try? Am I missing something in terms of rendering techinques? I thought it was fairly simple task, but I'm kind of stuck.