[Resending because the copy I sent from GMail earlier hasn't shown up...
Apologies if it
does and dupes. ]
Paul Martz and I have discussed this this afternoon, and I think that
I'm pursuing a dead end with this technique, but I thought I'd throw
it out there in case anyone sees an easy hack for
Hi Chris,
On Thu, May 14, 2009 at 1:01 AM, Chris 'Xenon' Hanson
wrote:
> The Goal: Render both of them, but with object A _always_ obscured by
> object B, regardless of what their Z values (which are mostly
> coincident) would normally dictate.
This type of task is exactly what the stencil buffe
Robert Osfield wrote:
> This type of task is exactly what the stencil buffer is good for. The
> OSG supports stencil buffer natively. See the osgreflect example.
I thought of that too, but it seemed like overkill since all I needed was a
bulk Z clear
at the right time. Plus, I couldn't immedi
Hi Chris,
Paul suggested using multiple Camera objects in the Scene
and playing with the heirarchy, reference frame and identity matrix to
make a sub-camera track its parent.
That's probably what I would have tried too. It seems weird to me that
the ClearNode clears at the start of rendering
On Thu, May 14, 2009 at 1:32 PM, Chris 'Xenon' Hanson
wrote:
> Robert Osfield wrote:
>> This type of task is exactly what the stencil buffer is good for. The
>> OSG supports stencil buffer natively. See the osgreflect example.
>
> I thought of that too, but it seemed like overkill since all I n
tiple ClearNodes in a scene,or 2D layering of 3D
geometry
Hi Chris,
On Thu, May 14, 2009 at 1:01 AM, Chris 'Xenon' Hanson
wrote:
> The Goal: Render both of them, but with object A _always_ obscured by
> object B, regardless of what their Z values (which are mostly
> coincident) would
Paul Martz wrote:
> I Robert -- No, I don't think stencil applies here. Chris might not have
> described the rendering task precisely. What he is trying to do is a sort of
> smart depth partition, in which he knows that part of his scene graph is
> always the background, and another part of always
Hi Chris,
I will expand on the abstract explanation, and then reveal my optimal
solution -- which
is a bit of a hack, but is still the most elegant.
[...]
Wow, yeah that's a nice setup and good solution to it. I'll probably be
able to use a similar technique in our simulators. Thanks for
Hi Chris,
On Fri, May 15, 2009 at 2:10 AM, Chris 'Xenon' Hanson
wrote:
> I will expand on the abstract explanation, and then reveal my optimal
> solution -- which
> is a bit of a hack, but is still the most elegant.
>
>
> Basically we have VPB terrain for a very large area, but low detail. Wit
9 matches
Mail list logo