Re: [osg-users] Floating point depth buffer

2015-09-02 Thread Glenn Waldron
I also recommend using the Triton height map support to make the shorelines look better. It will fade out the ocean geometry as the bathymetry slopes up towards sea level. Logarithmic depth buffer is handy for various Triton use cases. If you go that route, remember to also reduce your near/far ra

Re: [osg-users] Floating point depth buffer

2015-09-02 Thread Robert Osfield
Hi Mike, On 2 September 2015 at 16:09, Mike Greene wrote: > Having problems with Z-fighting when using a very large terrain database > and mixing it with Triton ocean - seeing lots of z-fighting along the coast > line where the water and the terrain depths are nearly the same. I can > alleviate

Re: [osg-users] Floating point depth buffer

2015-09-02 Thread Sebastian Messerschmidt
Hi Mike, http://sundog-soft.com/sds/2015/06/using-an-opengl-logarithmic-depth-buffer-in-silverlining-and-triton/ It will help alot with high z-ranges, but I had trouble inverting the function in my deferred pipeline, so I cannot use it right now. Initial tests however yielded great results. H

Re: [osg-users] Floating point depth buffer

2015-09-02 Thread Trajce Nikolov NICK
Hi Mike, have you tried using of height map with Triton? I am aware of the same issue and considering logarithmic depth buffer ... Suggested by Frank Nick On Wed, Sep 2, 2015 at 5:09 PM, Mike Greene wrote: > Having problems with Z-fighting when using a very large terrain database > and mixing

[osg-users] Floating point depth buffer

2015-09-02 Thread Mike Greene
Having problems with Z-fighting when using a very large terrain database and mixing it with Triton ocean - seeing lots of z-fighting along the coast line where the water and the terrain depths are nearly the same. I can alleviate the problem by reducing the near/far clip boundaries, but this is