Hi Christian, I really doubt you have a general z-buffer issue, but from the pictures is looks like you have problems with geometry that is overlapping that shouldn't be. Any chance that you are accidentally creating quads that overlap in your code?
Robert. On Sun, Jun 14, 2009 at 11:06 PM, Christian Sam<[email protected]> wrote: > Hi community, > > i noticed an annoying rendering problem in my application. my application is > based on the osgforest example, with the difference that not every tree is > represented with its own drawable, but many trees are merge into a handful of > drawables, placed at a regular-grid. > > the rendering problem occurs only when i use real-world coordinates for the > tree postions: e.g. 683006, 213213, 0. instead of "localized" equivalent of > 6, 213, 0 and when using the approach described above. > there are no problems when i use such large coordinates with "one-drawable > per tree", like in the original osgforest implementation. > > it happens when i zoom in very near, the trees (only the trees, not the > terrain or anything else) begin to flicker and overlapped faces of the tree's > double-quads gets revealed, while others gets hidden. after i zoom out, > rendering problems stops. > > maybe some z-buffer resolution related issue? i hope i described it in a way > you can imagine it. if not i can send the whole example/resources. > > btw. i'm using osg-2.8.0 > > best regards, > christian > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=13967#13967 > > > > > _______________________________________________ > 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

