I'm currently trying to render infinite shadow volumes in OSG using the GL_NV_depth_clamp extension. This extension disables the near and far clipping planes on nVidia graphics cards. I've tried both using setMode() on the stateset associated with my shadow volume geode and calling glEnable() in the shadow volume's drawImplementation, and neither case works. Checking glIsEnabled(DEPTH_CLAMP_NV) is returning true. Is there some interaction between OpenSceneGraph and extensions I'm not aware of that is preventing this from working? Has anyone used depth clamping succesfully in OSG?
I've tested this against OpenSceneGraph 2.2 and 2.4 on both a Quadro FX 3500 and a GeForce FX 7900, and in both cases the geometry is being clipped by the far clipping plane... The only alternative I can see is to use an infinite view frustum instead, but that comes with its own brand of problems... -Chris B _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org