Richard, I've seen this type of thing before in my scenes with cracks in the terrain. Adjusting of lines 242-243 in DepthPartitionNode.cpp seemed to fix this for me:
znear *= 0.99; zfar *= 1.01; - D. On Dec 17, 2007 5:30 PM, Richard S. Wright Jr. < [EMAIL PROTECTED]> wrote: > Donald, > Thanks... that's a pretty easy looking solution. However, I seem to be > doing something unorthodox somewhere that is preventing this node from > working as intended. I get a moving gap cut through the world that is more > or less parallel to the camera plane, and that moves around as the camera > moves (I am moving my camera manually). Have you seen this effect before > (see below)? > > > Richard > > On Dec 17, 2007, at 9:03 AM, Donald Cipperly wrote: > > 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 2.2on > > 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 > > > > > > _______________________________________________ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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