Depth partition for long distances is a very old(90s-early 2000s) way to do this type of effect. Google reverse zbuffer and logarithmic depth buffer. The later can give you galactic distances.
On Sun, Jan 12, 2020 at 1:57 PM Infinite Reality < [email protected]> wrote: > Hi, > I have some problem(I guess it as depth issue) on rendering huge > scene(solar system) using OpenSceneGraph. > But I found your depth partitioning can resolve it and it uses for > rendering huge scene. > I tried to understand your internal implementation of depth partitioning > using slave camera, but I was difficult to understand it clearly. > Can you explain how to works depth partitioning shortly? > Or any helpful reference is good for me. > Thank you in advance. > Cheers! > > -- > You received this message because you are subscribed to the Google Groups > "OpenSceneGraph Users" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to [email protected]. > To view this discussion on the web visit > https://groups.google.com/d/msgid/osg-users/4077cce7-a88a-445d-b436-44a726e61753%40googlegroups.com > <https://groups.google.com/d/msgid/osg-users/4077cce7-a88a-445d-b436-44a726e61753%40googlegroups.com?utm_medium=email&utm_source=footer> > . > -- *********************** Maxim Serebrennik Software Architect | Leidos C (201) 686-8809 -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/CAP9MLdqKOovz-xLc8O13gC8mosQD9zF2M5Ew6B7KqptG4pd3mA%40mail.gmail.com.
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