On Wed, Feb 17, 2016 at 10:48 AM, Robert Osfield <[email protected]> wrote:
> Hi Igor, > > The description is useful. In general the OSG just passes along projection > and view matrices directly to OpenGL. However, by default the OSG computes > the near and far in the cull traversal on each frame and uses this to clamp > the projection matrices so that depth precision is maximized. The problem > can arise if you are trying to match two render passes, if they have a > different depth range then z buffer test will be erroneous so you'll get > fragment clipped or not clipped. Could this be the issue? > > To disable the compute near far simple do: > > > viewer.getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); > > You can find all the settings in the include/osg/CullSettings. > > I have found it useful to force the projection matrix using the osg::Projection node. That avoids any issues with OSG modifying the projection matrices. J.
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

