Christian

I have noticed a similar effect when having large coordinates. I think it’s a 
precision issue. Having objects or polygons that are overlapping or co-planar 
with large coordinates will give you z-fighting. Its best to group the related 
objects under a transform node which provides the overall offset and then the 
individual objects are just defined relative to the origin of the transform 
node.

Colin Rayment

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Christian Sam
Sent: 14 June 2009 23:07
To: [email protected]
Subject: [osg-users] zbuffer issue

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

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http://forum.openscenegraph.org/viewtopic.php?p=13967#13967





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