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 ------------------------------------------------------------------------------ _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users