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 _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
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