Hi Sergey,

I've had same issues using osgPPU, for me problem was happening only
when i had turned on near\far computation on viewer's camera, i've
used this mode only to test some stuff so i didnt investigated this
issue further. May be this will give you some hints on problem roots.

Hmmm, I saw that the osgPPU HDR example's setupCamera() method disables
near/far computation, but in our framework we turn it back on in almost
all cases. So this may be the problem. I'll look into this.

If this is the problem, I would like to avoid osgPPU forcing the main
camera's compute near/far mode off, since it is useful in many cases. It
should be possible to only turn it off when going through the cull phase
for the osgPPU quads, but then turning it back on the way it was
afterwards. Ideally, osgPPU would be as unintrusive as possible on the
app's normal operation...

I just tried, and this was indeed the problem.

So we need to make sure the OSGPPU quads are not culled by the near/far computation. I will look into this. Hopefully I can come up with a solution that is general enough to be integrated into osgPPU and will make it work correctly with all apps regardless of the compute near/far setting they use.

Thanks again,

J-S
--
______________________________________________________
Jean-Sebastien Guay    [email protected]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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