How about a billboard sprite shader that takes z depth from the sprite
centre?

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From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Zach Deedler
Sent: 04 January 2007 15:37
To: 'osg users'
Subject: RE: [osg-users] Light point depth


Hmmm, looks like there is no simple solution.  For now, I'll just try to
offset the light points more, and put the more elegant solutions on the
back burner.  Thanks for all the ideas everyone.
 

Zach


 

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From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Thursday, January 04, 2007 10:17
To: 'osg users'
Subject: RE: [osg-users] Light point depth


 

        I don't care if the light point occludes objects within a few
meters.  Would using a PolygonOffset work with a meter offset? 

I believe PolygonOffset won't work for you when viewing the light at an
obtuse angle, say from the side, and slightly in front of, the vehicle.
In such a case, the further headlight would need a greater depth offset
than the near headlight to in order to completely avoid intersecting the
vehicle body.
 
In general, whether PolygonOffset produces acceptable results or not
varies depending on available depth buffer precision, and how you've set
your near/far planes.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com <http://www.skew-matrix.com/> 
303 859 9466
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