Thanks, scaling just a little bit more than you did the trick. This is a pretty useful node!

Richard

On Dec 18, 2007, at 7:36 AM, Donald Cipperly wrote:

Richard,

I've seen this type of thing before in my scenes with cracks in the terrain. Adjusting of lines 242-243 in DepthPartitionNode.cpp seemed to fix this for me:

    znear *= 0.99;
    zfar *= 1.01 ;


- D.



On Dec 17, 2007 5:30 PM, Richard S. Wright Jr. <[EMAIL PROTECTED] > wrote:
Donald,

Thanks... that's a pretty easy looking solution. However, I seem to be doing something unorthodox somewhere that is preventing this node from working as intended. I get a moving gap cut through the world that is more or less parallel to the camera plane, and that moves around as the camera moves (I am moving my camera manually). Have you seen this effect before (see below)?


Richard


On Dec 17, 2007, at 9:03 AM, Donald Cipperly wrote:

Have a look at the osgdepthpartition example. I use depth partitioning to solve z-fighting issues in really large scenes.

- D.


On Dec 17, 2007 7:17 AM, 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


_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


_______________________________________________

osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to