"Large black polygons" is exactly what I got when I was experimenting with sky spheres, and was completely related to the z-range, and not at all to GLSL or ATI hardware. I'll post some screenshots Monday, if I get the time.
For me, the polygons were "centred" (if that's the phrase) over the vertices of the sky dome's triangles. The reason was that the z near/far was very close to the dome radius - where the vertices were - but because the distance to the "dome" surface was closer to the viewer in between the vertices (because the dome vertices are connected by flat triangles) the z-range would 'clip' (not the ClipPlane sense of clip) the dome into bits. These bits would pop around if I moved, mainly due to the rotation of the dome.
My recommendation would be to experiment with your z-range. It's a pity the code I posted doesn't work; I don't know what goes on "under the hood" on osgEphemeris so there could be all kind of things going on -
e.g. transforms etc. A technique based on fixing your projection matrix for some subgraph, along with suspending osg's autocalculation of zrange for that subgraph, will work, I reckon.
David
David
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