Thanks for the tip! I knew this couldn't be that unusual of a problem and that someone probably had thought of this with OSG. I forgot to mention "depth buffer tricks" in the previous post, but yeah, that can get messy too ;-)

Richard

On Nov 12, 2007, at 9:17 AM, Serge Lages wrote:

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
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