Robert,

I have an ATI Mobility Radeon 9800.

Andrew

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 09, 2006 11:03 AM
To: osg users
Subject: Re: [osg-users] osgEphemeris Culling

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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