Hi, I'm trying to integrate some complex openGL code into my scene. It draws a sky, and works nicely if I set the DO_NOT_COMPUTE_NEAR_FAR. So, we had an example of how to make the precipitation effects work, which involved using osg::Precipitation. to do the precipitation, which requires a very close near clip You grab the osgViewer->getCamera()->getProjectionMatrixAsFrustum(left, right, bottom, top, near, far) then turn off the depth test / writing, and do a setProjectionMatrixAsFrustum(left,right,bottom,top,1.0, 5000) on a osg::Projection node. And it all works fine. Easy way to reset the near far clip, since the precipitation is drawn last. Now I need to do the opposite. I need to extend the far clip way out, and then allow OSG to do it's regular NEAR_FAR compute. So I do this: osg::Projection *proj = new osg::Projection. osgViewer->getCamera()->getProjectionMatrixAsFrustum(left, right, bottom, top, near, far); proj->setMatrix(osg::Matrix::frustum(left, right,bottom,top,1000, 1000000); // additional stuff to proj to turn off depth testing. proj->addChild(mySky); SceneData->addChild(proj); But it doesn't work. Lots of flashing. The Sky renderbin is -1, so I know it renders first. How does osg handle osg::Projections when the DO_NOT_COMPUTE_NEAR_FAR is not set? I would like to leave that functionality on so that it can give me the best ratio for the rest of the scene. Now that I am thinking about it, I am wondering if the camera and node projections are stacking. What's the best way to simply have the near/far for my sky node be different? This shouldn't be bad since depth isn't involved. Thanks, Chris
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