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
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