Eric Pouliquen wrote:
> Hi Chris, and thanks for your answer !
> I understand your solution. How did you manage the Zbuffer clearing ? By 
> setting a clearMask on a ClearNode ?

  I couldn't do it with an OSG primitive, so I just jammed a glClear() into the 
drawable's
draw implementation. Ugly, but effective.

> And what do you think we can do if we want "very far nodes" as you said-like 
> a moon ? Do we need to do a pre-render by rendering to a texture or is there 
> a simpler way ? i've read some lines about a local camera, but I didn't 
> really understand how to disable the framebuffer clearing after the local 
> camera has rendered the scene (in fact doing multipass rendering).

  See Robert's reply. At that point you really need multiple cameras in order 
to manage
the different depth zones. I think the osgdepthpartition example may be of 
interest to you
too.

-- 
Chris 'Xenon' Hanson, omo sanza lettere                  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
"There is no Truth. There is only Perception. To Perceive is to Exist." - Xen
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