Hi JS,

Hows about using a cull callback that caches the compute near/far
values before traversing the subgaph then restores the value
afterwards, it'd only take a couple of lines of code.

Robert.

On Tue, Apr 21, 2009 at 6:55 PM, Jean-Sébastien Guay
<jean-sebastien.g...@cm-labs.com> wrote:
> Hi Chuck,
>
>> Although not an optimal solution, and probably more of a work-around to
>> your question ... I use a skydome as well.  In my case, I just create a
>> sphere whose radius is that (or a little less than that) of the camera's
>> far-field value, which I've set to be quite large (60,000-meters).  This
>> works for my use case.  But again, it's not an optimal solution.  I'd also
>> be interested in a more optimal and scalable solution.
>
> I prefer letting OSG manage my near+far planes according to the geometry in
> my scene, that way I can have optimal depth precision in pretty much all
> situations. The problem here is that this particular node should not be part
> of those calculations (I've set it to always win the depth test and render
> first, so that transparency with it works and it will be drawn even if the
> far plane is closer than its surface).
>
> Thanks for your suggestion though. Anybody else have an idea?
>
> I just had a thought, perhaps I could make a ComputeBoundCallback that would
> return a very small bounding sphere, and disable culling on the skydome...
> I'll try that and report how it goes.
>
> J-S
>
>>
>> chuck
>>
>>> -----Original Message-----
>>> From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
>>> boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay
>>> Sent: Tuesday, April 21, 2009 12:13 PM
>>> To: OpenSceneGraph Users
>>> Subject: [osg-users] Geometry considered in near+far plane auto
>>> computation
>>>
>>> Hi all,
>>>
>>> I need some nodes to be ignored by the near+far plane auto computation.
>>> I was wondering, is there some other way than
>>> setReferenceFrame(ABSOLUTE_RF) to do this?
>>>
>>> My specific use case is a skydome. It needs to be very large, but still
>>> be "in the world" - if I use the same trick as for a skybox (moving the
>>> cube with the camera) it will look like the horizon moves up relative
>>> to
>>> the terrain if I move the camera higher in altitude... Not a desirable
>>> effect.
>>>
>>> J-S
>>> --
>>> ______________________________________________________
>>> Jean-Sebastien Guay    jean-sebastien.g...@cm-labs.com
>>>                                http://www.cm-labs.com/
>>>                         http://whitestar02.webhop.org/
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>
>
> --
> ______________________________________________________
> Jean-Sebastien Guay    jean-sebastien.g...@cm-labs.com
>                               http://www.cm-labs.com/
>                        http://whitestar02.webhop.org/
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  • [osg-use... Jean-Sébastien Guay
    • Re:... Cole, Charles E. (LARC-B702)[RAYTHEON TECHNICAL SERVICES COMPANY]
      • ... Jean-Sébastien Guay
        • ... Robert Osfield
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