Currently, the terrain is rendered first, then the vehicles.  It seems as
though if I rendered the vehicles (with depth test off on the light points),
and then rendered the terrain I would get what I want.  I just don't know if
this will cause other issues?
 
I don't care if the light point occludes objects within a few meters.  Would
using a PolygonOffset work with a meter offset?
 
I think I could also try using an LOD so that when you are close depth test
is off, but when you are far away depth test is on.

Zach


 

  _____  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: Thursday, January 04, 2007 03:40
To: osg users
Subject: Re: [osg-users] Light point depth


Hi Zach,

There isn't a facility to do what you require at present.  The question is
really how would you do it...  Turning off depth test clearly not viable.
One has to some local effet, such as rendering a sphere around the light to
create the light haze around the light.  

You could also try just using osg::PolygonOffset to push the depth of the
lights forward a bit, but this itself its likely to cause problem when
wrongly occluded objects that it shouldn't unless you are really careful
with the offset management. 

Robert.

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