Hi Robert, The osgreflect example is the one I was using as a guide along with the article I linked to in my first post. I didn't get it working, but I have an inkling of how it should work. I really need to step back though and learn some fundamentals first.
Cory On 7/20/2011 3:14 PM, Robert Osfield wrote: > Hi Cory, > > Have a look at the osgreflect example to see how you can set up > stencil buffer usage in the OSG. > > Robert. > > On Wed, Jul 20, 2011 at 7:27 PM, Cory Riddell <c...@codeware.com> wrote: >> Paul, thanks for the opinion. I think I'm getting close to the limits of >> what I can do with OSG without knowing a thing about OpenGL (and I'm >> pretty stoked about how much I was able to accomplish without really >> knowing what I'm doing). >> >> Time to buckle down and learn some (modern) OpenGL. I'm going to start >> with Joe Groff's tutorial >> (http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Table-of-Contents.html) >> and build from there. >> >> Thanks, >> Cory >> >> On 7/20/2011 12:00 PM, Paul Martz wrote: >>> Using stencil for capping is an old trick and works well. I don't know >>> of any example code for it, and it's been years, more than a decade, >>> since I've done it myself. Your only other option would be some type >>> of CSG approach, which would be computationally expensive, especially >>> if the clip plane is dynamic. >>> -Paul >>> >>> >>> On 7/20/2011 9:48 AM, Cory Riddell wrote: >>>> I've been thinking about using a ClipNode to cut my model in two to >>>> expose the inside details like a cutaway drawing. Just sticking a >>>> ClipNode at the root of my model graph does remove half of it, but the >>>> model ends up looking hollow rather than solid. I want to cap the open >>>> side. For example, if a sphere is cut in two, I would cap the open side >>>> with a circle. >>>> >>>> A bit of searching for how to do this with OpenGL turned up this page >>>> (http://glbook.gamedev.net/moglgp/advclip.asp) that caps the open side >>>> using the stencil buffer. Does the technique outlined in the article >>>> look like a reasonable OSG-friendly approach? Any advice or pointers to >>>> other examples? Grepping the example code turns up a bunch of stencil >>>> code, but I'm still a little lost (OpenGL newbie). >>>> >>>> Thanks, >>>> Cory >>> _______________________________________________ >>> 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 > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org