Hi Chuck,
Although not an optimal solution, and probably more of a work-around to your
question ... I use a skydome as well. In my case, I just create a sphere whose
radius is that (or a little less than that) of the camera's far-field value,
which I've set to be quite large (60,000-meters). This works for my use case.
But again, it's not an optimal solution. I'd also be interested in a more
optimal and scalable solution.
I prefer letting OSG manage my near+far planes according to the geometry
in my scene, that way I can have optimal depth precision in pretty much
all situations. The problem here is that this particular node should not
be part of those calculations (I've set it to always win the depth test
and render first, so that transparency with it works and it will be
drawn even if the far plane is closer than its surface).
Thanks for your suggestion though. Anybody else have an idea?
I just had a thought, perhaps I could make a ComputeBoundCallback that
would return a very small bounding sphere, and disable culling on the
skydome... I'll try that and report how it goes.
J-S
chuck
-----Original Message-----
From: [email protected] [mailto:osg-users-
[email protected]] On Behalf Of Jean-Sébastien Guay
Sent: Tuesday, April 21, 2009 12:13 PM
To: OpenSceneGraph Users
Subject: [osg-users] Geometry considered in near+far plane auto
computation
Hi all,
I need some nodes to be ignored by the near+far plane auto computation.
I was wondering, is there some other way than
setReferenceFrame(ABSOLUTE_RF) to do this?
My specific use case is a skydome. It needs to be very large, but still
be "in the world" - if I use the same trick as for a skybox (moving the
cube with the camera) it will look like the horizon moves up relative
to
the terrain if I move the camera higher in altitude... Not a desirable
effect.
J-S
--
______________________________________________________
Jean-Sebastien Guay [email protected]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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--
______________________________________________________
Jean-Sebastien Guay [email protected]
http://www.cm-labs.com/
http://whitestar02.webhop.org/
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