Hi umesh,

Hello Robert,

I created geometries mathematically for a very long road (>1500km). The vertex 
values are similar to as shown below, for example:
        osg::Vec3d bottom_left(-2849337.167, 42249.143, -1.0);
        osg::Vec3d bottom_right(-2849337.167, 42249.143, -1.0);
        osg::Vec3d top_right(-2849337.167, 42249.143, -1.0);
        osg::Vec3d top_left(-2849337.167, 42249.143, 1.0);
As you can see, they are high values.
That's your problem. GPUs use single precision fixed floats which are accurate around 0.0.


The problem is the geometry is jittering during animation. I do not want to create 
the geometries at origin, & translate to the far location.
How to solve this jittering/Flickering geometry problem in OSG? Any osg::Camera 
settings we can modify to solve it?

Simply create your geometry around 0,0,0 and use a osg::MatrixTransform above it to move it where you need it. This way the ModelViewMatrix will have small values on the GPU (as the Traversal on the CPU-side is using double-precision) when you're camera is close.

As a rule of thumb: Never use big coordinates in vertex-coordinates/attributes or matrices.

Cheers
Sebastian



Thank you!..as always to reply to queries.

Cheers,
umesh

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=70184#70184





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