> In a far away galaxy when I worked on Vega many years ago at MPI
> 
> We use be a little sneaky and in a predraw callback of an 
> object or effect would shove the far clip plain out to a long 
> long way, draw the object and then in the post draw callback 
> of the object reset the fat clip, this worked for what we were doing.
> 
> Doing something similar in OSG might work for you, worth a try ...

That reminds me of a trick we used to do at my old employer: We did a single
cull pass on the scene for the entire (huge) view volume, but then to obtain
the required depth buffer precision, we did multiple render passes with
different far/near planes for each pass, rendering the view volume from back
to front, with a depth buffer clear between each "depth slice" pass. Sounds
horribly inefficient, but disabling this didn't significantly improve
performance because the app itself was coded so poorly, hopelessly CPU bound
during the updates.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466

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