Yea maybe I should have put more of the code up so you can get a better view of the whole thing. The issue is posting code on a public site like this requires approval from my boss (the Navy) - even though it's unclassified info, getting approval to show it can be a pain sometimes!
robertosfield wrote: > 1) Could it be z fighting? The line is disappearing under the geometry? Try > putting the scene in wireframe so that polygons won't obscure hidden lines. > Yep, thought of that, I added that callback that uses the W that was used in the viewer example to toggle wireframe. No change! Oh Yea, I forgot to add that I use two views, one for the terrain (the globe) and one for the elements in play. This is to avoid terrain clashing with other objects (like Terrain and the Overlays). This is necessary, because sometimes some of the elevations of objects in play are unreliable and would hide behind the terrain if I did think of a way to keep them visible. Both views are set up the same and use the same window (there like Photo Shop layers). except each added layer has background turned off (or you don't see the terrain in the first layer) and the cameras stay synced together. This make them appear like they are the same view, but they are not. FYI: In a Globe I sometimes use between two to six layers at a time. I call this thing Glass Onion! The only thing is that I have yet to add something to deliberately hide the objects as they go behind the global horizon. But that is not a problem for now! Actually it works very well – not counting this glitch! robertosfield wrote: > 2) Could it be a numerical precision issue? VPB uses local MatrixTransform > to place tiles with a local coordinate frame into ECEF to avoid precision > issues. > You might have a point there; however, what I've done (and didn't show you) is that the data that I use is based on Lat/Long cords. I use the osg ellipsoid to calculate them into a matrix using the computeLocalToWorldTransformFromLatLongHeight function. Then I can extract a transform from that to draw with an XYZ that is ECEF based (since all I need is a set of points on space). The Matrix is my friend, Neil! Grin! BTW: Everything in my map display projects is based on ECEF cords - .it’s just an easier way to draw things since most of the data I use is in that format! robertosfield wrote: > 3) Near plan clipping? > This is the most probable case since I had this problem with this before and my solutions have been hacks! Before then, I noticed that if I put up a model, I can zoom up to it and see it all. But, if I put a bigger model behind it, it is half cut off or disappears completely. This I figured is because some how the near plane clipping distance is being changed somehow. For example, when I would set a camera in the cockpit of a plane and look down the runway, the terrain would go to a point near the plane and the terrain disappear like it was cut off near my wheels. So I used "setNearFarRatio(0.000001f);" on the camera. That brought the terrain under my wheels, but then I noticed that at certain elevations in the air over the terrain that some of the textures seem to have a strange effect that looked like it was flapping in the breeze. So I fixed it so that above a certain point the camera would have the near far Ratio set at 0.000001 and above 11,000 m in elevation, I would set it to 0.0001 and that seamed to work. I admit, I'm rather stupid in that area! Sigh! D Glenn ------------------------ D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your Desk! ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30007#30007 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org