Hi Cory,

Have a look at the osgreflect example to see how you can set up
stencil buffer usage in the OSG.

Robert.

On Wed, Jul 20, 2011 at 7:27 PM, Cory Riddell <[email protected]> wrote:
> 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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