David, I appreciate your help a lot. However I have found a few problems:
El Domingo 13 Julio 2008ES 21:22:33 David Spilling escribió: > Firstly, you need to prevent the CullVisitor from considering your skydome > in it's autonear/far calculation. You can do this with > skydome->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR). I couldn't find any setComputeNearFarMode mode in osg::Node. I only found it in osg::CullSettings, a class that osg::Camera inherits from, so I'm unable to easily make OSG skip a certain node from the automatic near/far computation. Either I use it with all the scene or I disable it completely with DO_NOT_COMPUTE_NEAR_FAR. I kept investigating and found that the code snippet I was perusing, the createSkyBox function at osgvertexprogram.cpp wasn't working at all. When I pasted that function directly into my program, the near clipping was still present. I think that the similar sizes of the osgvertexprogram.cpp program made that this behaviour went undetected for the example. A solution that comes to my mind is to use a pair of cameras, one rendering the skydome with the setting you said, DO_NOT_COMPUTE_NEAR_FAR, and the other rendering the rest of the scene. However, I think having a pair of cameras just to skip the culling process for a node could be an overkill. Doesn't osg::Node::setCullingActive exists for this very reason? Regards, Alberto _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

