Re: [Opensg-users] Z-Fighting On Large Model

2006-10-04 Thread Antonio Bleile
> > 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

Re: [Opensg-users] Z-Fighting On Large Model

2006-10-03 Thread Alan Austin
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

Re: [Opensg-users] Z-Fighting On Large Model

2006-10-03 Thread Marcus Lindblom
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

[Opensg-users] Z-Fighting On Large Model

2006-10-02 Thread Alan Austin
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