Yes, two different groups in the scenegraph under the same camera, but I
cheat the large object part by scaling it and moving it closer to the
camera, so there is no risk of clipping due to the cull settings.

On Mon, Jun 29, 2009 at 7:39 PM, Ren Liwei <[email protected]> wrote:

>
> rpingry wrote:
> > Something that I have done (please let me know if this is not a good way
> to do it or if there is a better way), is to break up my scene into parts.
> I have the "large distant" things in one part of my scene graph, and then
> everything else in another part.  I then render them in separate render
> bins, assuming that the large things will be drawn behind the smaller
> things.  I also scale down the large objects and draw them closer to the
> camera so they still look the same size.  I know this would throw off fog
> calculations unless you adjusted for that, but I have found in my space
> scenes that I can draw small ships right next to planets without having
> near/far clipping problems, Z buffer fighting, or single point precision
> errors.
> >
> > -- Rick
> >
>
>
> I don't quite understand by breaking scene into two parts. If it means tow
> groups in the scenegraph under the same main camera, they will be cliped by
> the same cullsettings(the same near far clip planes), the problem is still
> here. Then can we render them with different cullsettings?
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=14672#14672
>
>
>
>
>
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