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
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