Hi Miguel, The OSG will try to do it's best at optimizing the near/far planes out of the box, but it isn't a magic wand that solves all z fighting issues. There are a range of strategies that you can use to help avoid z fighting, from using depth partitioning (see the osgdepthpartion example) to tweaking your database to avoid issues. I can't say what would be most appropriate as I really don't know enough about your particular apps needs.
Robert. On Tue, Oct 20, 2009 at 8:06 AM, Miguel Lokida <[email protected]> wrote: > Hi, > > Here 's my problem. My scenegraph contains some big an little objects. > But when rendering, I have some Z fighting with coplanar triangles and also, > when I place my camera around a little object the znear is to big and my > object is cutted. > > So I have used setNearFarRatio with 0.00001. Like this my little object is > well int the frustum. But Zfighting appears with big coplanars objects. > > So I have tried to use setCullingActive(true) and setCullingMode( > osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES ) > > and commenting setNearFarRatio but nothing happens. > > So, I wonder if I could have access to the objects that are seen by the > camera (node visitor or something else), compute their importance in the > scene and use setNearFarRatio to avoid this problem of Z fighting. > Typically this would be done in the camera callback (when changing camera). > > May be there is a better solution ? > > Thank you > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=18423#18423 > > > > > > _______________________________________________ > 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

