Re: [osg-users] setLODScale affecting near far planes?

2008-09-24 Thread Robert Osfield
Hi Jose,

Getting 10fps is pretty bad, I personally wouldn't be happy till get
that up to 60Hz+.  The first step is to work out what is the
bottleneck - you say that you have too many triangles in your scene,
and cutting this down gets you back your frame rate.  There are lots
of ways to manage the number of triangles, if you have fog to hide
what is in the distance you can get away with enabling culling on the
far plane, but if you do enable this then you have to disable the
compute near/far as the two will be dependant on each other and you'll
end up with a feedback loop that might not behave well.

Far plane culling isn't the only techinique - using LODScale is
another technique, as is use of osgTerrain::Terrain::setSampleRatio()
if you are using osgdem --terrain generated databases.  See
osgmultitexturecontrol example for code that controls these
parameters.  I've talked about these in last month so have a trawl
through the mailing list archives.

Robert.



On Tue, Sep 23, 2008 at 8:59 PM, Joseanibal Colon Ramos
[EMAIL PROTECTED] wrote:
 Hi all,

 Good, I am happy it is all clearer now, and I am sorry it wasn't enough at
 first. So back to the original issue:
 I observe my problem of auto-changing near/far planes when I modify the
 LODScale via camera-setLODScale(float). This *always* happens whether
 or not culling is enabled, but of course I am not affected by this problem
 when culling is disabled because no matter what values my near/far planes
 have, my objects do not get culled. I enable culling via:
 camera-setCullingMode(getCurrent() | osg::CullSttings::near |
 osg::cullS::far)  - I don't have the code in front of me but that is the
 idea. The problem I encounter is that since I am culling the near/far
 planes, some objects get culled from my scene if the near/far planes shift
 positions automatically. Robert already explained that with my current
 near/far computing settings I will get some slight changes to the near/far
 planes when changing the LODScale. Although this is undesirable for my
 application, it makes sense given Robert's earlier explanation. So Paul
 asks, what if I just keep the original culling mode? Well, that would be
 great, it looks great and I don't have the culling problem of the changing
 near/far planes, but there is one *crucial* issue: frame-rate. My terrain
 is too large and I need a decent level of detail, but it winds up drawing
 way too many triangles. I am attempting to find the optimal LODScale for
 my app, which can get me up from 10fps to about 25-30fps at a decent
 LODScale, and I also want to cull all those extra triangles, which can
 pump me up to 40-50 fps, at the cost of culling objects when not desired.
 I think I'll be alright, I need to play some more with the near/far
 compute settings. Thanks all for your interest in this topic,

 -Jose

 On Mon, September 22, 2008 10:52 am, Paul Martz wrote:
 FYI, Roland is correct, the OSG just does culling on sides of
 the frustum by default.

 OpenGL does no culling, is just does near and far *clipping*.   The
 OSG of course doesn't change this so will do near/far
 clipping and the only way to switch this off is to disable
 GL_DEPTH_TEST.

 Even that won't work; DEPTH_TEST is a fragment op, and clipping against
 the
 clip planes is done before rasterization.

 It would seem that Paul and Gordon have confused the clipping
 and culling a little.

 Yes, I thought the original poster was talking about enabling OpenGL
 near/far clipping (probably because I have seen so many newbies ask how to
 disable this in the OpenGL forums and newsgroups). Clearly, the original
 poster said culling... My mistake, and thanks to all for the
 clarification.

 Back to the original issue:

 So, you see this problem when you enable OSG culling for near/far. What
 happens if you leave this disabled (as osgviewer does)?
-Paul

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Re: [osg-users] setLODScale affecting near far planes?

2008-09-23 Thread Joseanibal Colon Ramos
Hi all,

Good, I am happy it is all clearer now, and I am sorry it wasn't enough at
first. So back to the original issue:
I observe my problem of auto-changing near/far planes when I modify the
LODScale via camera-setLODScale(float). This *always* happens whether
or not culling is enabled, but of course I am not affected by this problem
when culling is disabled because no matter what values my near/far planes
have, my objects do not get culled. I enable culling via:
camera-setCullingMode(getCurrent() | osg::CullSttings::near |
osg::cullS::far)  - I don't have the code in front of me but that is the
idea. The problem I encounter is that since I am culling the near/far
planes, some objects get culled from my scene if the near/far planes shift
positions automatically. Robert already explained that with my current
near/far computing settings I will get some slight changes to the near/far
planes when changing the LODScale. Although this is undesirable for my
application, it makes sense given Robert's earlier explanation. So Paul
asks, what if I just keep the original culling mode? Well, that would be
great, it looks great and I don't have the culling problem of the changing
near/far planes, but there is one *crucial* issue: frame-rate. My terrain
is too large and I need a decent level of detail, but it winds up drawing
way too many triangles. I am attempting to find the optimal LODScale for
my app, which can get me up from 10fps to about 25-30fps at a decent
LODScale, and I also want to cull all those extra triangles, which can
pump me up to 40-50 fps, at the cost of culling objects when not desired.
I think I'll be alright, I need to play some more with the near/far
compute settings. Thanks all for your interest in this topic,

-Jose

On Mon, September 22, 2008 10:52 am, Paul Martz wrote:
 FYI, Roland is correct, the OSG just does culling on sides of
 the frustum by default.

 OpenGL does no culling, is just does near and far *clipping*.   The
 OSG of course doesn't change this so will do near/far
 clipping and the only way to switch this off is to disable
 GL_DEPTH_TEST.

 Even that won't work; DEPTH_TEST is a fragment op, and clipping against
 the
 clip planes is done before rasterization.

 It would seem that Paul and Gordon have confused the clipping
 and culling a little.

 Yes, I thought the original poster was talking about enabling OpenGL
 near/far clipping (probably because I have seen so many newbies ask how to
 disable this in the OpenGL forums and newsgroups). Clearly, the original
 poster said culling... My mistake, and thanks to all for the
 clarification.

 Back to the original issue:

 So, you see this problem when you enable OSG culling for near/far. What
 happens if you leave this disabled (as osgviewer does)?
-Paul

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Re: [osg-users] setLODScale affecting near far planes?

2008-09-22 Thread Joseanibal Colon Ramos
Hi all again,

Robert: for you last question; yes, I have near/far culling enabled and
the near/far setting is compute_near_far_using_bounding_volume. If the
near far modification that is taking place should be very small, somehow I
am still getting quite significant jumps because some objects near the
camera get culled when I would not like that to happen. When I enable
culling for near/far planes, it seems like osg takes into account my
preferred near/far planes and is NOT auto-computing. It does do some re
computation as I change the LODScale. Why does this happen?

Paul:
Do you get the same behavior when viewing your database in osgviewer and
hitting the * and / keys?
   -Paul

Sorry Paul, but it is hard for me to say, because with osgviewer I only
notice the terrain loosing or gaining detail, but since I am unable to
dump the camera information in osgviewer I cannot compare it to my
application's printouts of near far planes, but thanks for the advice.

-Jose




On Sat, September 20, 2008 1:53 am, Robert Osfield wrote:
 Hi Jose,

 The LODScale does not affect the near/far planes and certainly won't
 affect near/far plane culling if enabled.  If you have compute
 near/far planes on the camera enabled then LODScale might change the
 depth range a little as different children of LOD gets selected, but
 generally this would be very small.Could it be that you have
 enabled near/far plane culling by not disabled the compute of the
 near/far?  Both settings are on the camera.

 Robert.

 On Fri, Sep 19, 2008 at 11:01 PM, Joseanibal Colon Ramos
 [EMAIL PROTECTED] wrote:
 Hi all,

 I am getting this rather weird effect when playing with the setLODScale
 values in my application. I have a large pagedLOD terrain, with near/far
 planes culling mode enabled for my camera, and I am looking at a certain
 direction in the scene. I added osg's lod scale handler so that I can
 modify the value interactively (with the * and / keys, just like in
 osgviewer) and it turns out that as I change that value, and I dump my
 application's debug information, I notice the the near/far planes do not
 remain constant, although I am not moving around the scene and I am
 always
 looking in the same direction. This causes problems because the clipping
 planes change as a result of changing the LOD scale and my non-LOD
 objects
 beyond the planes get culled.  I don't think that the clipping planes
 should change at all if I am not moving my camera. I should still see
 the
 objects that are within a constant near/far distance, and I should only
 observe different level of detail on the LOD objects as I change the
 scale. What am I missing here?
 I am using osg.2.6.0 on a 64bit intel linux machine. Thanks,

 -Jose

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Re: [osg-users] setLODScale affecting near far planes?

2008-09-22 Thread Paul Martz
 Hi all again,
 
 Robert: for you last question; yes, I have near/far culling 
 enabled and the near/far setting is 
 compute_near_far_using_bounding_volume. If the near far 
 modification that is taking place should be very small, 
 somehow I am still getting quite significant jumps because 
 some objects near the camera get culled when I would not like 
 that to happen. When I enable culling for near/far planes, it 
 seems like osg takes into account my preferred near/far 
 planes and is NOT auto-computing. It does do some re 
 computation as I change the LODScale. Why does this happen?

You have said on multiple occasions that you are enabling near/far culling
-- What exactly do you mean by that? Near/far culling is always enabled in
OSG and OpenGL, so I'm curious to know what function call you are making
that you believe is enabling near/far culling.

 Paul:
 Do you get the same behavior when viewing your database in osgviewer 
 and hitting the * and / keys?
-Paul
 
 Sorry Paul, but it is hard for me to say, because with 
 osgviewer I only notice the terrain loosing or gaining 
 detail, but since I am unable to dump the camera information 
 in osgviewer I cannot compare it to my application's 
 printouts of near far planes, but thanks for the advice.

If you don't get the dame behavior in osgviewer, then most likely this is a
bug in your own application somewhere, and not a problem in OSG.

You can dump the osgviewer camera information by editing the osgviewer
source.
   -Paul

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Re: [osg-users] setLODScale affecting near far planes?

2008-09-22 Thread Tomlinson, Gordon
Culling IS done against the near and far clip, this is standard
operating procedure of OGL and OSG 


Gordon

__
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Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com


__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Smeenk,
R.J.M. (Roland)
Sent: Monday, September 22, 2008 11:36 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] setLODScale affecting near far planes?


Paul,

As far as I know default OSG culling is only done against the sides and
not against the near and far plane.
See:

enum MaskValues
{
NO_CULLING  = 0x0,
VIEW_FRUSTUM_SIDES_CULLING  = 0x1,
NEAR_PLANE_CULLING  = 0x2,
FAR_PLANE_CULLING   = 0x4,
VIEW_FRUSTUM_CULLING= VIEW_FRUSTUM_SIDES_CULLING|
  NEAR_PLANE_CULLING|
  FAR_PLANE_CULLING,
SMALL_FEATURE_CULLING   = 0x8,
SHADOW_OCCLUSION_CULLING= 0x10,
DEFAULT_CULLING = VIEW_FRUSTUM_SIDES_CULLING|
  SMALL_FEATURE_CULLING|
  SHADOW_OCCLUSION_CULLING,
ENABLE_ALL_CULLING  = VIEW_FRUSTUM_CULLING|
  SMALL_FEATURE_CULLING|
  SHADOW_OCCLUSION_CULLING
}; 

--
Roland

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Paul 
 Martz
 Sent: maandag 22 september 2008 16:46
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] setLODScale affecting near far planes?
 
  Hi all again,
  
  Robert: for you last question; yes, I have near/far culling enabled 
  and the near/far setting is
 compute_near_far_using_bounding_volume. If
  the near far modification that is taking place should be
 very small,
  somehow I am still getting quite significant jumps because some 
  objects near the camera get culled when I would not like that to 
  happen. When I enable culling for near/far planes, it seems
 like osg
  takes into account my preferred near/far planes and is NOT 
  auto-computing. It does do some re computation as I change the 
  LODScale. Why does this happen?
 
 You have said on multiple occasions that you are enabling near/far 
 culling
 -- What exactly do you mean by that? Near/far culling is always 
 enabled in OSG and OpenGL, so I'm curious to know what function call 
 you are making that you believe is enabling near/far culling.
 
  Paul:
  Do you get the same behavior when viewing your database in
 osgviewer
  and hitting the * and / keys?
 -Paul
  
  Sorry Paul, but it is hard for me to say, because with osgviewer I 
  only notice the terrain loosing or gaining detail, but since I am 
  unable to dump the camera information in osgviewer I cannot
 compare it
  to my application's printouts of near far planes, but
 thanks for the
  advice.
 
 If you don't get the dame behavior in osgviewer, then most likely this

 is a bug in your own application somewhere, and not a problem in OSG.
 
 You can dump the osgviewer camera information by editing the osgviewer

 source.
-Paul
 
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Re: [osg-users] setLODScale affecting near far planes?

2008-09-22 Thread Thrall, Bryan
Tomlinson, Gordon wrote on Monday, September 22, 2008 10:45 AM:

 Culling IS done against the near and far clip, this is standard
 operating procedure of OGL and OSG

To be precise, OSG only culls based on the sides of the frustum by
default (as Roland says); OGL does the near and far plane culling (based
on OSG calculations of what those planes should be). You can configure
OSG to do its own near and far plane culling in addition, though.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
Smeenk,
 R.J.M. (Roland)
 Sent: Monday, September 22, 2008 11:36 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] setLODScale affecting near far planes?
 
 
 Paul,
 
 As far as I know default OSG culling is only done against the sides
and
 not against the near and far plane.
 See:
 
 enum MaskValues
 {
 NO_CULLING  = 0x0,
 VIEW_FRUSTUM_SIDES_CULLING  = 0x1,
 NEAR_PLANE_CULLING  = 0x2,
 FAR_PLANE_CULLING   = 0x4,
 VIEW_FRUSTUM_CULLING= VIEW_FRUSTUM_SIDES_CULLING|
   NEAR_PLANE_CULLING|
   FAR_PLANE_CULLING,
 SMALL_FEATURE_CULLING   = 0x8,
 SHADOW_OCCLUSION_CULLING= 0x10,
 DEFAULT_CULLING = VIEW_FRUSTUM_SIDES_CULLING|
   SMALL_FEATURE_CULLING|
   SHADOW_OCCLUSION_CULLING,
 ENABLE_ALL_CULLING  = VIEW_FRUSTUM_CULLING|
   SMALL_FEATURE_CULLING|
   SHADOW_OCCLUSION_CULLING
 };
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Paul
Martz
 Sent: maandag 22 september 2008 16:46
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] setLODScale affecting near far planes?
 
 Hi all again,
 
 Robert: for you last question; yes, I have near/far culling enabled
 and the near/far setting is
 compute_near_far_using_bounding_volume. If
 the near far modification that is taking place should be very small,
 somehow I am still getting quite significant jumps because some
 objects near the camera get culled when I would not like that to
 happen. When I enable culling for near/far planes, it seems like osg
 takes into account my preferred near/far planes and is NOT
 auto-computing. It does do some re computation as I change the
 LODScale. Why does this happen?
 
 You have said on multiple occasions that you are enabling near/far
culling
 -- What exactly do you mean by that? Near/far culling is always
 enabled in OSG and OpenGL, so I'm curious to know what function call
 you are making that you believe is enabling near/far culling.
 
 Paul:
 Do you get the same behavior when viewing your database in
osgviewer and
   hitting the * and / keys? -Paul
 
 Sorry Paul, but it is hard for me to say, because with osgviewer I
 only notice the terrain loosing or gaining detail, but since I am
 unable to dump the camera information in osgviewer I cannot compare
it
 to my application's printouts of near far planes, but thanks for the
 advice.
 
 If you don't get the dame behavior in osgviewer, then most likely
this
 
 is a bug in your own application somewhere, and not a problem in OSG.
 
 You can dump the osgviewer camera information by editing the
osgviewer
 
 source.
-Paul

-- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
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Re: [osg-users] setLODScale affecting near far planes?

2008-09-22 Thread Robert Osfield
On Mon, Sep 22, 2008 at 4:45 PM, Tomlinson, Gordon
[EMAIL PROTECTED] wrote:
 Culling IS done against the near and far clip, this is standard
 operating procedure of OGL and OSG

FYI, Roland is correct, the OSG just does culling on sides of the
frustum by default.

OpenGL does no culling, is just does near and far *clipping*.   The
OSG of course doesn't change this so will do near/far clipping and the
only way to switch this off is to disable GL_DEPTH_TEST.

It would seem that Paul and Gordon have confused the clipping and
culling a little.

Robert.
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Re: [osg-users] setLODScale affecting near far planes?

2008-09-22 Thread Paul Martz
 FYI, Roland is correct, the OSG just does culling on sides of 
 the frustum by default.
 
 OpenGL does no culling, is just does near and far *clipping*.   The
 OSG of course doesn't change this so will do near/far 
 clipping and the only way to switch this off is to disable 
 GL_DEPTH_TEST.

Even that won't work; DEPTH_TEST is a fragment op, and clipping against the
clip planes is done before rasterization.

 It would seem that Paul and Gordon have confused the clipping 
 and culling a little.

Yes, I thought the original poster was talking about enabling OpenGL
near/far clipping (probably because I have seen so many newbies ask how to
disable this in the OpenGL forums and newsgroups). Clearly, the original
poster said culling... My mistake, and thanks to all for the
clarification.

Back to the original issue:

So, you see this problem when you enable OSG culling for near/far. What
happens if you leave this disabled (as osgviewer does)?
   -Paul

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Re: [osg-users] setLODScale affecting near far planes?

2008-09-20 Thread Robert Osfield
Hi Jose,

The LODScale does not affect the near/far planes and certainly won't
affect near/far plane culling if enabled.  If you have compute
near/far planes on the camera enabled then LODScale might change the
depth range a little as different children of LOD gets selected, but
generally this would be very small.Could it be that you have
enabled near/far plane culling by not disabled the compute of the
near/far?  Both settings are on the camera.

Robert.

On Fri, Sep 19, 2008 at 11:01 PM, Joseanibal Colon Ramos
[EMAIL PROTECTED] wrote:
 Hi all,

 I am getting this rather weird effect when playing with the setLODScale
 values in my application. I have a large pagedLOD terrain, with near/far
 planes culling mode enabled for my camera, and I am looking at a certain
 direction in the scene. I added osg's lod scale handler so that I can
 modify the value interactively (with the * and / keys, just like in
 osgviewer) and it turns out that as I change that value, and I dump my
 application's debug information, I notice the the near/far planes do not
 remain constant, although I am not moving around the scene and I am always
 looking in the same direction. This causes problems because the clipping
 planes change as a result of changing the LOD scale and my non-LOD objects
 beyond the planes get culled.  I don't think that the clipping planes
 should change at all if I am not moving my camera. I should still see the
 objects that are within a constant near/far distance, and I should only
 observe different level of detail on the LOD objects as I change the
 scale. What am I missing here?
 I am using osg.2.6.0 on a 64bit intel linux machine. Thanks,

 -Jose

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[osg-users] setLODScale affecting near far planes?

2008-09-19 Thread Joseanibal Colon Ramos
Hi all,

I am getting this rather weird effect when playing with the setLODScale
values in my application. I have a large pagedLOD terrain, with near/far
planes culling mode enabled for my camera, and I am looking at a certain
direction in the scene. I added osg's lod scale handler so that I can
modify the value interactively (with the * and / keys, just like in
osgviewer) and it turns out that as I change that value, and I dump my
application's debug information, I notice the the near/far planes do not
remain constant, although I am not moving around the scene and I am always
looking in the same direction. This causes problems because the clipping
planes change as a result of changing the LOD scale and my non-LOD objects
beyond the planes get culled.  I don't think that the clipping planes
should change at all if I am not moving my camera. I should still see the
objects that are within a constant near/far distance, and I should only
observe different level of detail on the LOD objects as I change the
scale. What am I missing here?
I am using osg.2.6.0 on a 64bit intel linux machine. Thanks,

-Jose

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Re: [osg-users] setLODScale affecting near far planes?

2008-09-19 Thread Paul Martz
Do you get the same behavior when viewing your database in osgviewer and
hitting the * and / keys?
   -Paul




 
 Hi all,
 
 I am getting this rather weird effect when playing with the 
 setLODScale values in my application. I have a large pagedLOD 
 terrain, with near/far planes culling mode enabled for my 
 camera, and I am looking at a certain direction in the scene. 
 I added osg's lod scale handler so that I can modify the 
 value interactively (with the * and / keys, just like in
 osgviewer) and it turns out that as I change that value, and 
 I dump my application's debug information, I notice the the 
 near/far planes do not remain constant, although I am not 
 moving around the scene and I am always looking in the same 
 direction. This causes problems because the clipping planes 
 change as a result of changing the LOD scale and my non-LOD 
 objects beyond the planes get culled.  I don't think that the 
 clipping planes should change at all if I am not moving my 
 camera. I should still see the objects that are within a 
 constant near/far distance, and I should only observe 
 different level of detail on the LOD objects as I change the 
 scale. What am I missing here?
 I am using osg.2.6.0 on a 64bit intel linux machine. Thanks,
 
 -Jose
 
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