Being able to render something last... that could be useful. But I'm  
thinking I want to render the skydome _first_, using a "painters  
algorithm" and drawing everything else in front of it. It seems this  
would also be the best approach for a rendering a night time sky using  
point sprites for the stars, etc.

Richard

On Dec 17, 2007, at 6:41 PM, Thrall, Bryan wrote:

> Richard S. Wright Jr. wrote on Monday, December 17, 2007 5:22 PM:
>> 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 ;-)
>
> To have the skydome always rendered last, give it a StateSet and call
> setRenderBinMode(USE_RENDERBIN_DETAILS) and setRenderBinNumber(3).  
> Most
> stuff uses RenderBin 0, (or 1 and 2 if there's transparent stuff), so
> this should force it to be last (you can certainly set a higher number
> if needed). Nested cameras and anywhere else you don't use the default
> StateSet RenderBinMode will complicate things, though (RenderBins can
> nest, and the numbers are relative order within the current  
> RenderBin).
>
> HTH!
>
>> 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.
>
> -- 
> Bryan Thrall
> FlightSafety International
> [EMAIL PROTECTED]
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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