Perhaps a simpler way would be to break up the large star-field into groups of stars that are relatively close together.  That way they could all be culled, not only for distance, but automatically because they are outside of the FOV.
 
-- Rick

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

LOD are controlling whole subgraphs, not indivual vertices.  For
controlling indivual vertex visibility you'll need to write some
custom drawable, or a shader, a shader wouldn't be the most efficient
way to do it.  Another possible route would be to use a clip plane to
clip out the vertex beyond a specified distance.

Robert.

On 11/2/06, Ivan Bolčina <[EMAIL PROTECTED]> wrote:
> Yes, but I have a set of stars. When I move through them, the effect is like
> hyperspace. However, I don't want to render stars to far away. If I do LOD
> node, the whole set of stars (4096) will be either drawn or not, LOD won't
> decide for each individual star if it is to be rendered or not.
> So algoritm that I am looking for is somethnig like this:
> before rendereing 4096:
>   for each point
>     if it is too far away then don't include in drawing else include in
> drawing
> render those points that are near
>
> How can I make LOD to process individual points?
>
> Or can I do something per pixel rendering? I wouldnt like to go into shading
> thing for this, but if it is the only option...
>
> Thank you again for help.
>
>
> 2006/11/2, Robert Osfield < [EMAIL PROTECTED]>:
> > 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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