Hi Gianluca, The OSG by default recomputes the near and far distances during the cull traversal to optimize the precision of depth buffer/avoid clipping out of far objects/near objects. While this is a useful facility most of the time, if you are relying upon specifc values of near/far that you have set up in your app then you can see problems. The way to disable this recompute of the near/far is to do in your osgProducer based app:
// get the SceneView from the SceneHandler then... sceneView->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); Or if you upgrade to a OSG-2.x series of the OSG and use osgViewer you'd do: viewer.getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); Robert. On Wed, Oct 22, 2008 at 9:02 AM, Gianluca Natale <[EMAIL PROTECTED]> wrote: > Hi All. > > I have to debug an application based upon OSG (actually I'm still a novice > of OSG). > > I found this strange behavior, in this fragment of code: > > > > Let's define: > > --------------------------------------------------------------------------------------- > > osgProducer::OsgSceneHandler * sh = new osgProducer::OsgSceneHandler; > > osg::ref_ptr<osgUtil::SceneView> sceneView = sh->getSceneView(); > Producer::ref_ptr<Producer::Camera> camera; > > camera->setSceneHandler(sh); > > ---------------------------------------------------------------------------------------- > > …. > > > > Then: > > --------------------------------------------------------------------------------------- > > double fovy, aspectRatio, zNear, zFar; > > sceneView->getProjectionMatrixAsPerspective(fovy,aspectRatio,zNear,zFar); > > camera->frame(true); > > sceneView->getProjectionMatrixAsPerspective(fovy,aspectRatio,zNear,zFar); > > ---------------------------------------------------------------------------------------------------------- > > > > Well, > I get different zNear, zFar before and after the call to camera->frame. > > How is it possible? > > Is there a setting in SceneView that allows to update the projection matrix > during draw traversal, using the bounding sphere of the whole model? > > > > Thank you. > > Gianluca Natale > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

