Re: [osg-users] DepthPartition

2020-01-14 Thread Robert Osfield
On Tuesday, 14 January 2020 04:47:32 UTC, Infinite Reality wrote: > > What is the principle of Depth Partition? > Depth buffer precision is dependent upon the near/far distance ratio, the lower this ratio the lower the precision and more z fighting you have - where pixels of polygons that are

Re: [osg-users] DepthPartition

2020-01-13 Thread Infinite Reality
Thank you for your reply. What is the principle of Depth Partition? On Monday, January 13, 2020 at 4:50:36 AM UTC+1, MS wrote: > > Depth partition for long distances is a very old(90s-early 2000s) way to > do this type of effect. > Google reverse zbuffer and logarithmic depth buffer. The later

Re: [osg-users] DepthPartition

2020-01-12 Thread MS
Depth partition for long distances is a very old(90s-early 2000s) way to do this type of effect. Google reverse zbuffer and logarithmic depth buffer. The later can give you galactic distances. On Sun, Jan 12, 2020 at 1:57 PM Infinite Reality < infinite.reality.solut...@gmail.com> wrote: > Hi, >

[osg-users] DepthPartition

2020-01-12 Thread Infinite Reality
Hi, I have some problem(I guess it as depth issue) on rendering huge scene(solar system) using OpenSceneGraph. But I found your depth partitioning can resolve it and it uses for rendering huge scene. I tried to understand your internal implementation of depth partitioning using slave camera,