Hello Christian,

On Wed, Jun 3, 2015 at 6:51 AM, Altenhofen, Christian
<christian.altenho...@igd.fraunhofer.de> wrote:
> This works approach works quite well, but here comes the tricky part:
>
> Additionally to clipping the model, we fill the hole by generating new
> geometry on the plane. When rotating the camera, one can clearly see
> flickering of the single triangles on this geometry as it gets clipped more
> or less randomly because of numerical inaccuracy.

have you seen Examples/Simple/clipplanecaps{,2}.cpp which contain
pretty complete examples how one can implement something like this?

> The problem can be compared to Z-fighting, but with the clipping plane
> instead of a second geometry…
>
> Introducing a small delta on the plane equation for the clipping helped a
> bit, but is more a quick hack than a proper solution.
> Is there a technique like polygon offsetting that also works for the
> ClipPlaneChunks?

It seems to me that if there is geometry that is co-planar with the
clipping plane applying an offset to the plane equation is pretty much
what polygon offset does.

> Are there some flags or something that can be set in way, that the
> ClipPlaneChunk ignores one specific child node in the scene graph?

You can keep  the "exceptional" object in a branch of the scene that
is not a child of MaterialChunkOverrideGroup, that way it will not be
affected by the clip planes. Alternatively you could insert a node
with a MaterialGroup above the exceptional object - everything below a
MaterialGroup uses the material set there, ignoring ChunkOverrides and
(IIRC) local materials.

    Cheers,
        Carsten

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