Robert,

Thanks, yes I have used the Fog approach before, it is especially  
effective for underwater scenes.

However, I need to be able to see quite a ways distant (flight sim).  
If I was NOT using a scene graph, I would draw the sky dome as a unit  
sphere, and just rotate it by the camera transform, but not translate  
it (thus, appearing infinitely distant). I would draw it first, and  
not write to the depth buffer.

Here's where the OSG newbie kicks in... doesn't the scene graph  
reorder the nodes at will (ok, I know it's not random, but you get my  
point)? Is there a way I have missed to say "this node must always be  
drawn first"? If so, I can easily manipulate the matrix of the sky  
dome to get the effect I want, and I bet I can turn off depth writing  
using the state mechanism. I have however, missed the " draw me first"  
flag ;-)

Richard


On Dec 17, 2007, at 11:19 AM, Robert Osfield wrote:

> Hi Richard,
>
> You could play multi-pass tricks like done in the osgdepthpartion
> example, or just manage the visible distance so that the furthest
> distance is never too far away.  For instance a common trick is to use
> Fog to make far objects fade away until eventually nothing beyond a
> certain distance can be seen - so you simply cull it and this pull in
> the far plane.  The skydome could also be computed dynamically to just
> fits the size of the scene required for that frame instead of the
> whole model.
>
> Robert.
>
> On Dec 17, 2007 1:17 PM, Richard S. Wright Jr.
> <[EMAIL PROTECTED]> wrote:
>> I'm working on my first OSG project (so be gentle ;-) I'm using OSG  
>> 2.2 on
>> OS X (Leopard).
>>
>> I have a terrain in a .osga file, a skydome, and some .3ds models.
>> Everything loads fine, and I have a flight sequence working that  
>> takes off
>> and lands on an aircraft carrier.
>>
>> There are lots of samples that made this part pretty easy to figure  
>> out
>> (just load and move objects around). I'm a little lost however as  
>> to how OSG
>> is handling the near and far clipping planes, and object scale.  
>> Actually,
>> OSG seems to be monkeying with these settings in a manner that is  
>> probably a
>> nice feature once I understand how to best make use of it.
>>
>> The terrain is really big, the skybox is really big, and the models  
>> are
>> really small in comparison. OSG seems to recomputing the near and far
>> clipping planes depending on the objects in view. For example, on  
>> the deck
>> of the carrier, all is well. If I turn so that the terrain is also  
>> in view
>> (off in the distance), the near clipping plane seems to be changed  
>> and parts
>> of the carrier disappear (the same happens with the large skydome...)
>> apparently to accommodate the display of the much larger model that  
>> is now
>> in view.
>>
>> I did find an old message that says this:
>>
>>
>> Camera- 
>> > 
>> setComputeNearFarMode(osgUtil::CullVisitor::DO_NOT_COMPUTE_NEAR_FAR);
>>
>> prevents this... however, then I need a giant frustum to hold  
>> everything and
>> we all know what a bucket of z-fighting joy that brings. It is not  
>> clear to
>> me how to arrange these objects correctly to make this "rescaling"  
>> of the
>> scenes objects work correctly. Currently, the terrain database, the  
>> skydome,
>> and the ship models are all hanging off the root of the scene graph  
>> with
>> just a transform that scales, translates and rotates them as  
>> necessary.
>>
>> Is there a 'standardized' technique for this (it can't be that  
>> unusual),
>> none of the example programs seem to have this kind of configuration.
>>
>> Richard
>>
>>
>> _______________________________________________
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>>
>>
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