Have a look at the osgdepthpartition example.  I use depth partitioning to
solve z-fighting issues in really large scenes.

- D.


On Dec 17, 2007 7:17 AM, Richard S. Wright Jr. <[EMAIL PROTECTED]>
wrote:

> 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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>
>
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