Hi Robert!
The setNearFarRatio helped a lot, indeed! Now there is a big improvement. I
thank you! :-) The viewer can go much nearer than it used to. But i still can't
go within the little cube of points. And i encountered the z-fighting problem
too, from a ratio between 1e-7 and 1e-8.
You told me the frustrum is updated according to the bounding boxes. So if a
node is culled by the frustrum, it should be computed again, right?
I have more than 2 osg::Geometry, so i use PagedLODs. With the octree i'm using
there are about 320 osg::Geometry, but it could be much more with other
octrees. I checked the output of the frustrum and it does not change
(viewer.getLensParams(l,r,b,t,n,f)), maybe it is not the right function call.
I tried things like i saw in other mails like COMPUTE_NEAR_FAR_USING_PRIMITIVES
or the default COMPUTE_NEAR_FAR_USING_BOUDING_VOLUMES, but it does not improve
the problem that remains. Is there a possibility to tell OSG to compute the
frustrum only according to the little cube of points (in fact lots of
osg::Geometry again) at the center of the big one, as still seeing some points
of the big one?
Belthil
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