Hi Ivan,

Far clipping and culling are two seperate things.  Culling is done on
the CPU during the OSG's cull traversal, culling objects about the
view frustum, or against distance metrics.  Far clipping is down by
the GPU and is purely controlled by the projection matrix's far plane
position.

I suspect what you are after is simply the osg::LOD node - this allows
you to control the distance ranges that different subgraphs can be
seen at.

Robert.

On 11/2/06, Ivan Bolčina <[EMAIL PROTECTED]> wrote:
Thanks Robert,

the problem is getting clearer. However, what I would like to do. For my
geometry node I would like to enable far clipping mode with distance of
10000. Everything else is ok. If it is not possible to enable per-node then,
I would enable it for all scene. How to do it?


2006/11/1, Robert Osfield <[EMAIL PROTECTED]>:
> Hi Ivan,
>
> The OSG has small feature culling on by default.  You can control the
> pixel size that things get culled out vis osg::CullSettings, or just
> switch off small feature culling completely using the same object.
> You'll find more info on the FAQ.
>
> Robert.
>
> On 11/1/06, Ivan Bolčina <[EMAIL PROTECTED] > wrote:
> > Hi.
> >
> > I would like to know "how far away" do objects get drawn. I would like
for
> > my geomety which contains
> > primitive set of points
> > (osg::DrawElementsUShort(GL_POINTS.... ) pixels won't
get
> > drawn if they are 10000 units away.
> >
> > thanks
> >
> >
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> >
> >
>
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>


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