Hi Chris,
On Fri, May 15, 2009 at 2:10 AM, Chris 'Xenon' Hanson
xe...@alphapixel.com 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
Hi Chris,
On Thu, May 14, 2009 at 1:01 AM, Chris 'Xenon' Hanson
xe...@alphapixel.com 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
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
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
xe...@alphapixel.com 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
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 the foreground. So if he
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 the
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
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