> > Use two viewports (one for each camera), one in the back for further
> > geometry and the next one for closer. The nearest-viewport should have a
> > background that only erases the depth-buffer, not the color buffer.
> > (This is possible in several ways. I don't know if there is a out-of-the
Thanks, that was what I was looking for, I'll try what I can and post my
results/solution. However, if anyone has a better solution, I would
appreciate it.
-Alan
Marcus Lindblom wrote:
> Since no-one answered this, I can give my 0.02SEK. :)
>
> Splitting the rendering is probably the way to go
Since no-one answered this, I can give my 0.02SEK. :)
Splitting the rendering is probably the way to go. Use two cameras with
identical beacons but different near/far planes. That way, you'll avoid
checking node's distances and so on. OpenSG will do the frustum culling
automatically (assuming y
We have a very large scene with some parts of it in very close
proximity. There is nothing we can do to keep them from being so close,
it is a plan of the city of Beijing and the sizes of each block are
proportionate to their max building height city codes. As we navigate
away from the s