Hi Andrew,

It could be that like the osgEphemeris is drawing beyond the z far set
by the projection matrix so all fragments are being clipped out by
depth test down on the GPU's fragment processing.

I'm not yet familiar with the implementation of the osgEmphemeris so I
can't comment on how its set up, what to look for.  Unfortunately Don
Burns, the author has just heading off on a three week holiday to
Puru, so I'm afriad things will have to be worked out by looking at
the source code.

Robert.

On 6/7/06, Andrew Weitz <[EMAIL PROTECTED]> wrote:




David,



You are correct!  The EphemerisModel is not being culled—it is just not
drawn on the screen.  This confuses me because I thought culling a node and
not drawing it were not the same.  Apparently, I am incorrect.  Can someone
explain why please?



You mentioned that the EphemerisModel may be at a depth larger than 1.  I'm
not exactly sure what you mean (I have very little graphics programming
experience).  Would you mind elaborating a little more on what you meant,
and also the possible solutions?



Sorry, I'm pretty new to graphics programming and OSG.  I appreciate your
help.



Andrew



 ________________________________


From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
David Spilling
 Sent: Wednesday, June 07, 2006 5:39 AM
 To: osg users
 Subject: Re: [osg-users] osgEphemeris Culling




Andrew,

 When you say "culled", do you mean that it just doesn't appear on screen,
or are you actually testing to see if OSG is culling it?

 If the first, then it might be that your projection matrix puts the
EphemerisModel at a depth larger than 1, hence it is not displayed. Options
might be to allow OSG to compute your near/far values itself, or, if this
isn't good enough, look at techniques similar to DepthPartitionNode (which
is what I ended up doing).

 Hope that helps,

 David

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