ümit uzun wrote:
ÜMİT UZUN
----------------------------------------
Date: Tue, 6 May 2008 16:13:09 +0200
From: [EMAIL PROTECTED]
To: [email protected]
Subject: Re: [osg-users] Aircraft getting invisible by AutoCullingSystem
ümit uzun wrote:
Hi Robert,
Firstly you are welcome to mail list :) I have an question about culling problem. I have an
aircraft and earth model. Their size is "aircraft = 0e-07 " and "earth =
2e+07". When I add the aircraft node to the coordinateSystemNode which all nodes tied to it,
aircraft get invisible. I think automatic culling system is culling the aircraft from the scene. I
have try to add ;
viewer.getCamera()->setComputeNearFarMode(
osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR );
If you turn off automatic clipping range calculation you will have to
specify a suitable range yourself. Did you check the range you use?
Paul
Hi Paul,
I didn't check the range after I use "viewer.getCamera()->setComputeNearFarMode(
osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR );" command.
How can I do and what will it give me? Actually I don't understand what is for.
Then you might want to read up on (OpenGL) near/far culling. Basically
it means that 3D objects that are either too close to or too far away
from the current viewpoint are not drawn at all, they are simply
discarded (culled).
See the piece of code that Zoltan just posted for details on how to
control the culling in OSG manually.
Paul
Thanks..
std::cout<<"NearFarMode : "<getComputeNearFarMode()>cullingMode &= ~ (
osg::CullStack::SMALL_FEATURE_CULLING );
viewer.getCamera()->setCullingMode( cullingMode );
then result is same. Why my little aircraft culling from scene? How can I fix
this problem?
Thanks so much...
ÜMİT UZUN
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