Hi Blake, The way to manage datasets with large offsets is to decorate the scene with a MatrixTransform that translates a subgraph with a local origin to it's final position in world space. The subgraph you'll need to transform by the inverse of the MatrixTransform's value to make sure it uses the local origin. Once you have done this all the vertex data will have a smaller range around about a local origin and less susceptible to numerical round errors when rendering and during ascii IO.
Robert. On Fri, Oct 21, 2011 at 1:42 AM, Blake Mason <[email protected]> wrote: > I have a .dae file with a model whose vertices are in UTM coordinates. Given > the large values of these coordinates a simple conversion will result in a > lot of z-fighting issues when I view in OSG viewer. > > I have tried to translate out this large offset with the -t option and the > new "--use-world-frame" option in osgconv, but it still results in the same > z-fighting issue when viewed. In fact, if I output to .osgt and view the > VertexData there are still large UTM coordinate values for the vertices. > Even worse, it has rounded it down to 6 digits of precision corrupting the > geometry. > > I am on Windows 7, 64 bit built OSG 3.0.1. > > -Blake > _______________________________________________ > 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

