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David, You described exactly what I was
experiencing. However, I tried making my far clip plane much farther than the extent of my
ephemeris sky dome. For some odd reason, I still had the “large
black polygon” problem. My solution to the problem was a little
weird. When I set the sky dome radius to 10000m and made my far clip
plane larger than that, the problem went away. But for some reason when I
used the sky dome default radius and then set a larger far clip plane, the
problem came back. I’m really not sure why. Andrew From:
[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Behalf Of David Spilling "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. |
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