Robert,

The problem occurs only when my far plane is closer than the radius of
the EphemerisModel.  If I let OSG take care of the near/far values, the
sky shows fine.  But I want to manually set the far plane without ever
hiding the sky.

I am using an ATI Radeon 9800 (unfortunately).  But I don't think the
graphics hardware is the problem because the EphemerisModel works
correctly when the far plane is set beyond its radius.

Andrew


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, June 07, 2006 3:15 PM
To: osg users
Subject: Re: [osg-users] osgEphemeris Culling

Hi Andrew,

osgEmphemeris should work out the box without needing tweaking with
state.

Can you get it working with standard models + osgviewer?  Is it only
your app that has a problem?

Have graphics hardware do you have?  It could be the GLSL it has it
causing problems on your system.

Robert.


On 6/7/06, Andrew Weitz <[EMAIL PROTECTED]> wrote:
> Robert,
>
> I thought the same thing, so I tried adding a StateSet to the
> EphemerisModel with the GL_DEPTH test turned off.  However, it still
> didn't show the ephemeris.  I'm hoping David can explain what he did
> with the DepthPartitionNode, because that seems to be the last option
I
> am aware of.
>
> Thanks,
> Andrew
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Robert
> Osfield
> Sent: Wednesday, June 07, 2006 2:29 PM
> To: osg users
> Subject: Re: [osg-users] osgEphemeris Culling
>
> Hi Andrew,
>
> It could be that like the osgEphemeris is drawing beyond the z far set
> by the projection matrix so all fragments are being clipped out by
> depth test down on the GPU's fragment processing.
>
> I'm not yet familiar with the implementation of the osgEmphemeris so I
> can't comment on how its set up, what to look for.  Unfortunately Don
> Burns, the author has just heading off on a three week holiday to
> Puru, so I'm afriad things will have to be worked out by looking at
> the source code.
>
> Robert.
>
> On 6/7/06, Andrew Weitz <[EMAIL PROTECTED]> wrote:
> >
> >
> >
> >
> > David,
> >
> >
> >
> > You are correct!  The EphemerisModel is not being culled-it is just
> not
> > drawn on the screen.  This confuses me because I thought culling a
> node and
> > not drawing it were not the same.  Apparently, I am incorrect.  Can
> someone
> > explain why please?
> >
> >
> >
> > You mentioned that the EphemerisModel may be at a depth larger than
1.
> I'm
> > not exactly sure what you mean (I have very little graphics
> programming
> > experience).  Would you mind elaborating a little more on what you
> meant,
> > and also the possible solutions?
> >
> >
> >
> > Sorry, I'm pretty new to graphics programming and OSG.  I appreciate
> your
> > help.
> >
> >
> >
> > Andrew
> >
> >
> >
> >  ________________________________
> >
> >
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > David Spilling
> >  Sent: Wednesday, June 07, 2006 5:39 AM
> >  To: osg users
> >  Subject: Re: [osg-users] osgEphemeris Culling
> >
> >
> >
> >
> > Andrew,
> >
> >  When you say "culled", do you mean that it just doesn't appear on
> screen,
> > or are you actually testing to see if OSG is culling it?
> >
> >  If the first, then it might be that your projection matrix puts the
> > EphemerisModel at a depth larger than 1, hence it is not displayed.
> Options
> > might be to allow OSG to compute your near/far values itself, or, if
> this
> > isn't good enough, look at techniques similar to DepthPartitionNode
> (which
> > is what I ended up doing).
> >
> >  Hope that helps,
> >
> >  David
> >
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://openscenegraph.net/mailman/listinfo/osg-users
> > http://www.openscenegraph.org/
> >
> >
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