Hi Cory,

  Sorry I came a bit late to this thread, but just in case you sill
find it useful, I sent some code to the list about a year ago, that
implements the stencil technique described in the red book. It is in
this message:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2010-September/044664.html


  Regards,


On Wed, Jul 20, 2011 at 5:48 PM, Cory Riddell <[email protected]> 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
>



-- 
Javier Taibo
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