Robert,

Yes, mastery of a new technology certainly is a long term investment ;-)

Thanks for this explanation, it is a valuable insight. As I continue  
to grok more of the OSG "philosophy", I'm sure more of this will  
become more intuitive to me. I have now found three different  
solutions to my original problem that all work, so I feel I have moved  
another rung or two up the ladder ;-)

I will also look at the examples you recommended for further insights.

Richard

On Dec 18, 2007, at 4:16 AM, Robert Osfield wrote:

> Hi Richard,
>
> The OSG supports high level and low control over draw order via the
> StateSet::RenderBinDetails.  Basically the rendering backend is
> constructed as a graph of what is called RenderStage(s) and
> RenderBin(s), the StateSet::RenderBinDetails tells the cull traversal
> how to build this graph, both the type of RenderBin to create/use and
> what order it should drawn in.  Its a very powerful feature, but its
> is one of the more advanced and complex to understand ones so you'll
> need to be patient and steadily bite into rather than diving straight
> in the deep end and expect understand it all right away.
>
> To learn about making a subgraph draw first have a look at the
> osghangglide example - it has a skydome that it renders first, and you
> can switch off depth testing for it.  The osgvertexprogram example
> also has a skybox that is view dependant.
>
> For general rendering order control have a browse through the
> osgreflect example.
>
> The osgprerender example also provides another example, this time
> using render to texture cameras.
>
> Robert.
>
> On Dec 17, 2007 11:22 PM, Richard S. Wright Jr.
> <[EMAIL PROTECTED]> wrote:
>> 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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