Re: [osg-users] Fixing Z-Fighting in Far Field...

2011-07-30 Thread Terry Welsh
This technique works fine; I've used it before.  Don't forget about
adding CameraNode::DO_NOT_COMPUTE_NEAR_FAR and turning on
CullSettings::NEAR_PLANE_CULLING and CullSettings::FAR_PLANE_CULLING.
I believe all 3 of these settings are unused by default.

If your scene is divided up with a good spatial hierarchy, then you
shouldn't have to worry about adding different objects as children of
the near or far camera.  Just add the entire scene to each camera and
let OSG's culling take care of everything.
--
Terry Welsh
mogumbo 'at' gmail.com
www.reallyslick.com


 Message: 1
 Date: Fri, 29 Jul 2011 21:52:46 +0200
 From: Oren Fromberg orenfromb...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Fixing Z-Fighting in Far Field...
 Message-ID: 1311969165.m2f.41...@forum.openscenegraph.org
 Content-Type: text/plain; charset=UTF-8

 Howdy everyone,

 I have objects under a group node called Objects that are rendered. When 
 the objects get too far away, Z-fighting occurs. Would it be possible to fix 
 the Z-fighting by instead of adding the objects as a child of Objects, 
 create two camera nodes as children to Objects (farCam and NearCam) and 
 adding the objects to either camera based on its range to the eyepoint? the 
 farCam and nearCam would be identical except zNear and zFar for the 
 projection. Would I need to make any additional settings in the cameras for 
 this to work?

 Thanks!

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[osg-users] Fixing Z-Fighting in Far Field...

2011-07-29 Thread Oren Fromberg
Howdy everyone,

I have objects under a group node called Objects that are rendered. When the 
objects get too far away, Z-fighting occurs. Would it be possible to fix the 
Z-fighting by instead of adding the objects as a child of Objects, create two 
camera nodes as children to Objects (farCam and NearCam) and adding the 
objects to either camera based on its range to the eyepoint? the farCam and 
nearCam would be identical except zNear and zFar for the projection. Would I 
need to make any additional settings in the cameras for this to work?

Thanks!

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41741#41741





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Re: [osg-users] Fixing Z-Fighting in Far Field...

2011-07-29 Thread Jason Daly

On 07/29/2011 03:52 PM, Oren Fromberg wrote:

Howdy everyone,

I have objects under a group node called Objects that are rendered. When the objects get too far 
away, Z-fighting occurs. Would it be possible to fix the Z-fighting by instead of adding the objects as a 
child of Objects, create two camera nodes as children to Objects (farCam and NearCam) 
and adding the objects to either camera based on its range to the eyepoint? the farCam and nearCam would be 
identical except zNear and zFar for the projection. Would I need to make any additional settings in the 
cameras for this to work?


Hi, Oren,

Sounds like you want to look at the osgdepthpartition example.  What 
you're talking about is possible, but it may be a bit more complex than 
you're thinking.


--J

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