Hi,

I have a scene where each physical object is represented by 2 Geode: a
compact one (size ~300), and a very big one (size ~1000000). My
understanding is that since both are taken into account by OSG when
computing bounding boxes and znear/zfar, what happens is that the
small geode is clipped because of the limits of the zbuffer.

I've tried the DepthPartitionNode from osgdepthpartition example, but
I'm not completely happy with the results (the scene rendering is not
stable, it's flickering as I rotate the scene).

So I'm asking: what's the best way to keep the big Geode in the scene,
but don't use it for bounding box and znear/zfar computations. This
way I'll still see it (or part of it, that's OK), but the scene will
focus on the small Geode.

Thanks a lot,
Pasquale
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