I've been thinking about using a ClipNode to cut my model in two to expose the inside details like a cutaway drawing. Just sticking a ClipNode at the root of my model graph does remove half of it, but the model ends up looking hollow rather than solid. I want to cap the open side. For example, if a sphere is cut in two, I would cap the open side with a circle.
A bit of searching for how to do this with OpenGL turned up this page (http://glbook.gamedev.net/moglgp/advclip.asp) that caps the open side using the stencil buffer. Does the technique outlined in the article look like a reasonable OSG-friendly approach? Any advice or pointers to other examples? Grepping the example code turns up a bunch of stencil code, but I'm still a little lost (OpenGL newbie). Thanks, Cory _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org