Hi Max, I dont thing this is a bug since I have been using this since years ago, and I am pretty sure it works ok. I will have a look at this after the holidays. The thing I noticed was that your light point didnt look like light point I am used to see in osg.
Glad it works though Nick http://www.linkedin.com/in/tnick On Wed, Dec 30, 2009 at 11:30 PM, Max Bandazian <[email protected]>wrote: > Thanks, Nick. I tried this out and it does work around the issue, and > so far I haven't seen a significant performance hit. > > This is clearly a bug, though. The lights in the .osg file are set to > have a minimum 3 pixel size (I have no idea if this means 3 pixel > radius, 3 pixel diameter, or what), but even if I set the small > feature culling size to < 1 pixel they get culled out. That strongly > indicates that the culling algorithm is using the bounding sphere to > decide how many pixels the geometry will have, and in this case that's > just wrong. > > I'd like to suggest a fix, but I'm just not familiar enough with the > culling code to do that. I hope someone more experienced can take a > look at it. > > Max > > On Mon, Dec 28, 2009 at 4:33 PM, Trajce Nikolov > <[email protected]> wrote: > > Hi, > > I did quick test here. You should disable small feature culling. Have a > look > > at > > viewer.getCamera()->setCullingMode(osg::CullSettings:: > > Nick > > > > http://www.linkedin.com/in/tnick > > Sent from Ünalan, İstanbul, Turkey > > > > On Mon, Dec 28, 2009 at 11:08 PM, Max Bandazian <[email protected]> > > wrote: > >> > >> Hi, > >> > >> I'm having some trouble with the culling of an osgSim::LightPointNode. > >> They seem to be getting culled out at some arbitrary distance, > >> although I could also be misinterpreting what the class is supposed to > >> do (the header is almost entirely uncommented, so...) > >> > >> The attached .osg file has one triangle and one light point. I'd > >> expect that the lightpoint stays visible until it's either behind the > >> far clipping plane or the eyepoint is more than > >> sqrt(maxVisibleDistance2) away, but in reality it stops getting drawn > >> when the eyepoint is ~1500 away. I'm testing in osgviewer, with > >> version 2.8.2. Is this somehow the correct behavior, or is there a bug > >> in the culling? > >> > >> Thanks, > >> Max Bandazian > >> > >> _______________________________________________ > >> 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 > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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