Hi Mike, have you tried using of height map with Triton? I am aware of the same issue and considering logarithmic depth buffer ... Suggested by Frank
Nick On Wed, Sep 2, 2015 at 5:09 PM, Mike Greene <mgre...@hiwaay.net> wrote: > Having problems with Z-fighting when using a very large terrain database > and mixing it with Triton ocean - seeing lots of z-fighting along the coast > line where the water and the terrain depths are nearly the same. I can > alleviate the problem by reducing the near/far clip boundaries, but this is > not acceptable for our application as it cuts off the mountains in the > distance of our terrain. Has anyone successfully used the Nvidia floating > point depth buffer extension with OSG, GL_NV_depth_buffer_float, to > increase the depth buffer precision? If so, how do you apply this in an OSG > application (GraphicsContext:Traits)? > ... > > Thank you! > > Cheers, > Mike > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=64996#64996 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- trajce nikolov nick
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