Help with using shared texture GLOBCOVER_L4_200901_200912_V2.3.tif
I have used the GLOBCOVER_L4_200901_200912_V2.3.tif mask to display ocean sand and 'blue' Earth (from space) in my own shader splatting.
A code pull after the TileSource refactoring fails with 'mayHaveDataInExtent' because the 'intersects' now fails.
Is there something I need to do now to get the GLOBCOVER_L4_200901_200912_V2.3.tif mask to work? I am still using the 'mp' driver. Using 'rex' driver gives me a black screen.
I also did the gdal_translate as suggested in the osgEarth docs, but still no worky.
Re: Help with using shared texture GLOBCOVER_L4_200901_200912_V2.3.tif
Hi, I also have problem with LandCover and splat.
On my previous build (from the 1st June 2017) everything worked perfect.
Few days ago I've built from master latest OSG and osgEarth. Then, according to examples I've added GPU trees and grass with the help of LandCover data GLOBCOVER_L4_200901_200912_V2.3.tiled.tif.
But now, with the same LandCover file, it doesn't work properly.
I launched splat.earth from the test folder (with modified paths to files) and here is what I get:
Trees are placed randomly and sparsely I would say. Previously it looked more like a forest.
All the setting about density, fill, max_distance are the same.
I need this only to draw trees and grass. But what's wrong with LandCover data?