Hi again Chuck,
Thanks again. All of my apps have been "flight sim"-like apps, so a large radius is required. But I do things differently. I may try your approach and see if I can get better performance while still keeping relevant and viewable information from being culled.
Actually, thinking about it, it should work there too. Since the skydome is setting fragments at the far plane after all other opaque objects have been rendered, and the really large far plane value will only affect the skydome itself, no z-fighting between the skydome and anything else should occur.
Try it if you want, and let us (me :-) ) know how it goes. J-S -- ______________________________________________________ Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ _______________________________________________ osg-users mailing list email@example.com http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org