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
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to