Hi,
I see you have an ATI card.  If you crank up the OSG notify level to INFO, do
you see any messages about difficulties building the GLSL shaders?  My own ATI
Mobility 9600 apparently has trouble with the user clip planes in osgEphemeris'
shaders, which messes up the rendering.
just a thought
-- mew


Andrew Weitz wrote:
> Thank you for the code David.  Unfortunately, I was not able to get it
> working.  It just turned my whole screen black.  All the models were
> there, I just couldn’t see them.
> 
>  
> 
> What I ended up doing was setting my far clipping plane past the extents
> of the EphemerisModel.  I am not very happy with the solution, but it
> seems to work because 99% of the objects in my scene are PagedLODs. 
> Since I can control the loading/unloading of the PagedLODs via the
> setRange() function, my scene does not get cluttered even with a very
> far clipping plane.
> 
>  
> 
> Andrew
> 
>  
> 
> ------------------------------------------------------------------------
> 
> *From:* [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] *On Behalf Of *David Spilling
> *Sent:* Thursday, June 08, 2006 6:08 AM
> *To:* osg users
> *Subject:* Re: [osg-users] osgEphemeris Culling
> 
>  
> 
> Andrew,
> 
> Class attached. I don't use osgEphemeris (yet) so don't know exactly how
> this might interact with it. My graph from bottom to top looks like :
> 
> Sphere - DepthFunction(always), depthRange(1.0,1.0), Sky texture map,
> fog and lighting off
>   |
> MoveEarthySkyTransform (or similar type thing which is probably already
> in osgEphemeris)
>   |
> ExtentsCamera
>   |
> Rest of scene
> 
> I also do
>     extentsCamera->setRenderOrder(osg::CameraNode::PRE_RENDER);
>    
> extentsCamera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER);
>     extentsCamera->setClearMask(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
> and put a ClearNode with RequiresClear(false) off the root node to
> prevent the "main renderbin" from clearing the screen again.
> 
> to place the sky first. Unfortunately I think this means pixel overdraw
> (you're drawing the sky behind objects) which is bad if you have
> expensive atmosphere shaders, but I didn't find anyway around this.
> 
> Hope that's useful.
> 
> David
> 
> 
> ------------------------------------------------------------------------
> 
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