Hi Mike, On 2 September 2015 at 16:09, Mike Greene <[email protected]> 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)? > I haven't tried so can't comment on this. What I can do is suggest another alternative - depth partitioning, you can get osgViewer to divide up the depth range for you. Have a look at the osgdepthpartion example. Robert.
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