Culling IS done against the near and far clip, this is standard operating procedure of OGL and OSG
Gordon __________________________________________________________ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __________________________________________________________ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 "Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival" - Master Tambo Tetsura -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Smeenk, R.J.M. (Roland) Sent: Monday, September 22, 2008 11:36 AM To: OpenSceneGraph Users Subject: Re: [osg-users] setLODScale affecting near far planes? Paul, As far as I know default OSG culling is only done against the sides and not against the near and far plane. See: enum MaskValues { NO_CULLING = 0x0, VIEW_FRUSTUM_SIDES_CULLING = 0x1, NEAR_PLANE_CULLING = 0x2, FAR_PLANE_CULLING = 0x4, VIEW_FRUSTUM_CULLING = VIEW_FRUSTUM_SIDES_CULLING| NEAR_PLANE_CULLING| FAR_PLANE_CULLING, SMALL_FEATURE_CULLING = 0x8, SHADOW_OCCLUSION_CULLING = 0x10, DEFAULT_CULLING = VIEW_FRUSTUM_SIDES_CULLING| SMALL_FEATURE_CULLING| SHADOW_OCCLUSION_CULLING, ENABLE_ALL_CULLING = VIEW_FRUSTUM_CULLING| SMALL_FEATURE_CULLING| SHADOW_OCCLUSION_CULLING }; -- Roland > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Paul > Martz > Sent: maandag 22 september 2008 16:46 > To: 'OpenSceneGraph Users' > Subject: Re: [osg-users] setLODScale affecting near far planes? > > > Hi all again, > > > > Robert: for you last question; yes, I have near/far culling enabled > > and the near/far setting is > compute_near_far_using_bounding_volume. If > > the near far modification that is taking place should be > very small, > > somehow I am still getting quite significant jumps because some > > objects near the camera get culled when I would not like that to > > happen. When I enable culling for near/far planes, it seems > like osg > > takes into account my preferred near/far planes and is NOT > > auto-computing. It does do some re computation as I change the > > LODScale. Why does this happen? > > You have said on multiple occasions that you are "enabling near/far > culling" > -- What exactly do you mean by that? Near/far culling is always > enabled in OSG and OpenGL, so I'm curious to know what function call > you are making that you believe is enabling near/far culling. > > > Paul: > > >Do you get the same behavior when viewing your database in > osgviewer > > >and hitting the * and / keys? > > > -Paul > > > > Sorry Paul, but it is hard for me to say, because with osgviewer I > > only notice the terrain loosing or gaining detail, but since I am > > unable to dump the camera information in osgviewer I cannot > compare it > > to my application's printouts of near far planes, but > thanks for the > > advice. > > If you don't get the dame behavior in osgviewer, then most likely this > is a bug in your own application somewhere, and not a problem in OSG. > > You can dump the osgviewer camera information by editing the osgviewer > source. > -Paul > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org > This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

