Hi Andrew,

What graphics hardware do you have?

Robert.

On 6/9/06, Andrew Weitz <[EMAIL PROTECTED]> wrote:
Mike,

I am definitely seeing a rendering problem with user-defined clip
planes.  It's actually dependent on the radius of my EphemerisModel.  If
I set the sky dome radius to the default value (distance from earth to
moon) and set the far plane past the radius, I get random black polygons
appearing on my screen when I move around.  However, if I set the sky
dome radius to a smaller value (like 10000) and then set the far plane
past that, I don't get any of the weird rendering artifacts.  Is this
what you were seeing?

I'm still not happy with my solution to this problem.  Ideally, I want
to set my far plane to a value smaller than the radius of the sky dome.
However, I cannot find a good way to do this.  Hopefully Don will be
able to provide a solution when he returns.

Andrew


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike Weiblen
Sent: Thursday, June 08, 2006 11:21 PM
To: osg users
Subject: Re: [osg-users] osgEphemeris Culling

Hi,
I see you have an ATI card.  If you crank up the OSG notify level to
INFO, do
you see any messages about difficulties building the GLSL shaders?  My
own ATI
Mobility 9600 apparently has trouble with the user clip planes in
osgEphemeris'
shaders, which messes up the rendering.
just a thought
-- mew


Andrew Weitz wrote:
> Thank you for the code David.  Unfortunately, I was not able to get it
> working.  It just turned my whole screen black.  All the models were
> there, I just couldn't see them.
>
>
>
> What I ended up doing was setting my far clipping plane past the
extents
> of the EphemerisModel.  I am not very happy with the solution, but it
> seems to work because 99% of the objects in my scene are PagedLODs.
> Since I can control the loading/unloading of the PagedLODs via the
> setRange() function, my scene does not get cluttered even with a very
> far clipping plane.
>
>
>
> Andrew
>
>
>
>
------------------------------------------------------------------------
>
> *From:* [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] *On Behalf Of *David
Spilling
> *Sent:* Thursday, June 08, 2006 6:08 AM
> *To:* osg users
> *Subject:* Re: [osg-users] osgEphemeris Culling
>
>
>
> Andrew,
>
> Class attached. I don't use osgEphemeris (yet) so don't know exactly
how
> this might interact with it. My graph from bottom to top looks like :
>
> Sphere - DepthFunction(always), depthRange(1.0,1.0), Sky texture map,
> fog and lighting off
>   |
> MoveEarthySkyTransform (or similar type thing which is probably
already
> in osgEphemeris)
>   |
> ExtentsCamera
>   |
> Rest of scene
>
> I also do
>     extentsCamera->setRenderOrder(osg::CameraNode::PRE_RENDER);
>
>
extentsCamera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFF
ER);
>
extentsCamera->setClearMask(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
> and put a ClearNode with RequiresClear(false) off the root node to
> prevent the "main renderbin" from clearing the screen again.
>
> to place the sky first. Unfortunately I think this means pixel
overdraw
> (you're drawing the sky behind objects) which is bad if you have
> expensive atmosphere shaders, but I didn't find anyway around this.
>
> Hope that's useful.
>
> David
>
>
>
------------------------------------------------------------------------
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/

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