I'm working on my first OSG project (so be gentle ;-) I'm using OSG 2.2 on OS X (Leopard).

I have a terrain in a .osga file, a skydome, and some .3ds models. Everything loads fine, and I have a flight sequence working that takes off and lands on an aircraft carrier.

There are lots of samples that made this part pretty easy to figure out (just load and move objects around). I'm a little lost however as to how OSG is handling the near and far clipping planes, and object scale. Actually, OSG seems to be monkeying with these settings in a manner that is probably a nice feature once I understand how to best make use of it.

The terrain is really big, the skybox is really big, and the models are really small in comparison. OSG seems to recomputing the near and far clipping planes depending on the objects in view. For example, on the deck of the carrier, all is well. If I turn so that the terrain is also in view (off in the distance), the near clipping plane seems to be changed and parts of the carrier disappear (the same happens with the large skydome...) apparently to accommodate the display of the much larger model that is now in view.

I did find an old message that says this:

Camera- >setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);

prevents this... however, then I need a giant frustum to hold everything and we all know what a bucket of z-fighting joy that brings. It is not clear to me how to arrange these objects correctly to make this "rescaling" of the scenes objects work correctly. Currently, the terrain database, the skydome, and the ship models are all hanging off the root of the scene graph with just a transform that scales, translates and rotates them as necessary.

Is there a 'standardized' technique for this (it can't be that unusual), none of the example programs seem to have this kind of configuration.

Richard

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