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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