David,

 

That sounds like exactly what I am looking for.  I look forward to seeing your code.  Thanks a lot!

 

Andrew

 


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Spilling
Sent: Wednesday, June 07, 2006 3:38 PM
To: osg users
Subject: Re: [osg-users] osgEphemeris Culling

 

Andrew,

 

What you are experiencing is exactly the same problem I've had, namely "how can I make sure the skysphere is always drawn, but not take part in the calculation of my z ranges". I wanted to preserve the znear-zfar precision for the objects - i.e. where it counted, and not push the zfar up artificially to include a distant sky.

 

I'm don't have access to the code I use to do this right now, but will post it tomorrow morning UK time. However if you want to try it before, I used a CameraNode with a fixed projection matrix that included the sky/ephemeris; a couple of additional bits prevented the cullvisitor from including the CameraNode's contents in the znear/zfar and also picked up any changes to the window size and reflected them in the projection matrix. Anyway, it all worked fine, the sky doesn't ever dissapear irrespective of what goes on in the main scene. 
 

Sit tight!

 

David
 

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