On Nov 12, 2007 2:48 PM, Richard S. Wright Jr. <
[EMAIL PROTECTED]> wrote:

> Stephane,
>
> I am fairly new to OSG, but I understand your problem quite well. I
> developed (and continue to maintain) a commercial solar system
> simulator. The scale runs from far flung trans-neptunian objects, to
> flying up and almost touching the ISS. Even without going to the
> stars, you simply cannot achieve this level of detail in a single
> coordinate system with OpenGL, regardless of your calculated
> precision. Instead of a brute force approach, you will need to
> partition your universe by scale. When flying between stars, you do
> not need the same frustum as when you are orbiting a planet. When
> visiting the space shuttle, you do not use the same frustum as when
> drawing the planet. Render the large scale universe first (but scale
> it down to smaller numbers). Then the intermediate, etc.
>
> I've done this myself "manually"... I would be interested in hearing
> how to achieve this with OSG from other members. I imagine you will
> need to create more than one scene graph and "superimpose" them.
>
> Richard
>
>
>
Hi Richard, take a look at the DepthPartition example to have an idea on how
doing this automatically. In our project we also have such problems to
solve, but I've found that doing the partition manually depending on the
object's scale, and using some tricks with the depth buffer is more reliable
for us.

-- 
Serge Lages
http://www.tharsis-software.com
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