I assume the call to traverse() is what actually adds the skydome to the
render graph, so I'd need to trace down into that right?
I traced down into that, and the drawables are added to the graph... It
goes down to
inline void CullVisitor::addDrawableAndDepth(
osg::Drawable* drawable,osg::RefMatrix* matrix,float depth)
and adds them. So it seems that they should be drawn.
I think the problem is that the skydome is being clipped by OpenGL
before rasterization. I think there's no real way to get around that,
because the dome is really big and the near/far computed are really
small. So I think my only real solution is the additional camera.
What do you think?
Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com
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