Paul Martz wrote: > Seems like you could do something similar with your skydome. Use a camera to > render the skydome, then a second camera to render everything else in your > scene.
Maybe I'm missing something, but usually a skydome doesn't need z-buffering at all. Backface culling is sufficient for when you're inside a tessellated sphere, so you can just clear the z-buffer, turn off Z writes/compares, render the skydome, turn on z-write/compare and render the actual scene. Am I overlooking something? This has always worked for me. Concerning the huge-world-with-near-objects z-fighting problem, yeah, I've always fought with that issue. I've thought about looking at some way to mess with the z-write in a fragment shader so that it scales the z-distance according to some rule other than the (exponential?) one it uses now. That way you could have very near clip planes without wasting all of your z precision up front. But I've never tried implementing it, and I don't know if the programmable pipeline would let me get away with it. > Paul Martz > Skew Matrix Software LLC > http://www.skew-matrix.com > +1 303 859 9466 -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

