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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