Hi David,
El Miércoles 16 Julio 2008ES 21:41:49 David Spilling escribió:
Alberto,
I presume that your skydome has some sort of camera centred transform over
it (as per osghangglide's example use); your code doesn't show it.
I haven't coded it yet, I wanted to have the near/far issue fixed
David,
thank you very much for your help so far. What you say sounds sensible,
however I think my implementation still has bugs, because it behaves
differently on several computers (one works, the other don't). What I have so
far is:
// root - camera - clearnode - skydome
// |--
Alberto,
I presume that your skydome has some sort of camera centred transform over
it (as per osghangglide's example use); your code doesn't show it.
osg::ClearNode* clearNode = new osg::ClearNode;
clearNode-setRequiresClear(false);
This is odd. If your camera is the first thing to
Alberto,
skydome-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR).
a class osg::Camera inherits from
Sorry - missed a step. Put a Camera in above your skydome.
A solution that comes to my mind is to use a pair of cameras, one rendering
the skydome with the setting you
David,
I appreciate your help a lot. However I have found a few problems:
El Domingo 13 Julio 2008ES 21:22:33 David Spilling escribió:
Firstly, you need to prevent the CullVisitor from considering your skydome
in it's autonear/far calculation. You can do this with
Alberto,
Firstly, you need to prevent the CullVisitor from considering your skydome
in it's autonear/far calculation. You can do this with
skydome-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR).
You will also need to mimic being a long way away via, most simply by
drawing
Hello,
I'm having trouble setting a skydome into my scene. It is messing with the
autocomputed near and far planes (the near plane goes too far, cutting near
objects). In order to avoid it, I tried to disable culling for its subgraph
and even giving it a ComputeBoundingSphereCallback that only
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