Hi Chris,
Maybe I'm missing something, but usually a skydome doesn't need z-buffering
at all.
Backface culling is sufficient for when you're inside a tessellated sphere, so
you can
just clear the z-buffer, turn off Z writes/compares, render the skydome, turn on
z-write/compare and render the actual scene.
Am I overlooking something? This has always worked for me.
Nope, that's exactly what I'm doing, the problem is that OSG still uses
the skydome when auto-computing the near+far planes for the other
objects in the scene. And I need the dome to be really big, otherwise I
get the problem I mentioned earlier (when moving away from the ground in
altitude, the dome will seem like it's not touching the horizon anymore).
J-S
--
______________________________________________________
Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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