Paul, thanks for the opinion. I think I'm getting close to the limits of what I can do with OSG without knowing a thing about OpenGL (and I'm pretty stoked about how much I was able to accomplish without really knowing what I'm doing).
Time to buckle down and learn some (modern) OpenGL. I'm going to start with Joe Groff's tutorial (http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Table-of-Contents.html) and build from there. Thanks, Cory On 7/20/2011 12:00 PM, Paul Martz wrote: > Using stencil for capping is an old trick and works well. I don't know > of any example code for it, and it's been years, more than a decade, > since I've done it myself. Your only other option would be some type > of CSG approach, which would be computationally expensive, especially > if the clip plane is dynamic. > -Paul > > > On 7/20/2011 9:48 AM, Cory Riddell wrote: >> 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 > [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

