HI This sounds/looks like a classic Z-buffer and its limited resolution.
If you do a Google you will see this issue has been discussed ad nauseam on the old Performer, Vega, Vega prime, Creator, and OSG etc, forums and mailing lists, including different ways to combat the pression problems Here's a couple of articles that help show and explain this issues we still get with sorting and Z-buffer http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html http://www.sjbaker.org/steve/omniv/alpha_sorting.html ____________________________________________________________________________ __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com ____________________________________________________________________________ __ -----Original Message----- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christian Sam Sent: Sunday, June 14, 2009 6:30 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] zbuffer issue Sorry, for another posting: i just tested the original "one drawable per tree" implementation with such large coordinates again and noticed that it also tends to flicker, as well hidden faces were revealed also. i couldn't encounter the outer mentioned problems. thanks in advance, christian ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13970#13970 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org