Hi,

Robert Osfield wrote:
> The view dependent overlay codes are similar in concept to view
> dependent shadow map algorithms like perspective shadow maps, the
> papers of this topic will give you an overview but won't be enough to
> guide you through the details.  One the OSG side it has to contend
> with large model support (i.e. whole earth models) that academic
> papers don't ever discuss so there are deviations, there is also the
> aspect of getting it to work with a general purpose scene graph - real
> implementations often are far more complex than demo ones with
> constraints on the database.

Thanks for the info, will look at some papers. Yes, related to the whole 
earth DB, I wanted to add some functionality to cap the maximum distance 
  from the eye that is used in the calculations. E.g. when close to the 
ground, I do not care about the overlay detail far away from the current 
position. I will first have to understand the code though :)

> 
> As to what the bugs are.. my guess associated with compute the tight
> bound on the overlay geometry, the intersection of this volume with
> the view frustum and the intersection in turn of the projection of the
> intersected volume with the decorated scene.  The shaders are probably
> OK, save for some GLSL implementation not being up to scratch.

I will try to create a test case at some stage, or at least a video to 
show the problem. Could the frustum calc errors you fixed a few days ago 
have an influence on this? I have not tried the latest SVN.

regards
jp

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