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!
>
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>


-- 
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Maxim Serebrennik
Software Architect | Leidos

C  (201) 686-8809

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