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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