Re: [osg-users] osgEphemeris skyDome issue

2009-04-28 Thread Jean-Sébastien Guay

Hello Paul,

My understanding was that the skyDome centre would always be the camera 
eye point


There's a big problem with that assumption. It means that the horizon 
will follow the camera, and thus if, in your application, the camera can 
be high off the ground (for example a flight sim) then the horizon of 
the skydome will look like it's above the ground. The sun will look like 
it's still high up in the sky when it sets.


Personally, I place the skydome at the (x,y) center of the scene's 
bounding sphere, with z=0, and with a radius that encompasses the scene. 
I am also doing special things to avoid this:


Trying to set the skyDomeRadius to some massive figure just introduces 
culling problems.


(see the "Geometry considered in near+far plane auto computation" 
thread, I'll post new details soon, I've got a better solution working 
just before leaving work yesterday)


J-S
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Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
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[osg-users] osgEphemeris skyDome issue

2009-04-27 Thread Paul Pocock
Sorry for posting this here on osg-users, the osgEphemeris List is 
rather quiet.

My understanding was that the skyDome centre would always be the camera 
eye point - however
having tried  setSkyDomeCenter at init and calling it every frame the 
user can still traverse outside the skydome.
Perhaps this is normal behaviour?

Trying to set the skyDomeRadius to some massive figure just introduces 
culling problems.

Has anyone else has had this problem?

Best Regards
Paul

















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