Re: [osg-users] DepthPartition

2020-01-12 Thread MS
Depth partition for long distances is a very old(90s-early 2000s) way to do
this type of effect.
Google reverse zbuffer and logarithmic depth buffer. The later can give you
galactic distances.

On Sun, Jan 12, 2020 at 1:57 PM Infinite Reality <
infinite.reality.solut...@gmail.com> wrote:

> Hi,
> I have some problem(I guess it as depth issue) on rendering huge
> scene(solar system) using OpenSceneGraph.
> But I found your depth partitioning can resolve it and it uses for
> rendering huge scene.
> I tried to understand your internal implementation of depth partitioning
> using slave camera, but I was difficult to understand it clearly.
> Can you explain how to works depth partitioning shortly?
> Or any helpful reference is good for me.
> Thank you in advance.
> Cheers!
>
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> 
> .
>


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Re: [osg-users] Unwanted culling in 3.6.4 vs 3.5.1

2020-01-12 Thread Anders Backman
Good to hear!

/Anders


On Fri, 10 Jan 2020 at 11:16, Robert Osfield 
wrote:

> Thanks Anders, the description and models really helped pin point the bug
> and confirm fix. I have now fixed the handling of when
> _autoScaleTransitionWidthRatio<=0.0
>
>
> https://github.com/openscenegraph/OpenSceneGraph/commit/61c7ee76c5c059f53366f69c27c9fdf69388eced
>
> This is checked into master and the 3.6 branch so will be part of the up
> coming 3.6.5 release.
>
> Cheers,
> Robert.
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[osg-users] DepthPartition

2020-01-12 Thread Infinite Reality
Hi,
I have some problem(I guess it as depth issue) on rendering huge 
scene(solar system) using OpenSceneGraph.
But I found your depth partitioning can resolve it and it uses for 
rendering huge scene.
I tried to understand your internal implementation of depth partitioning 
using slave camera, but I was difficult to understand it clearly.
Can you explain how to works depth partitioning shortly?
Or any helpful reference is good for me.
Thank you in advance.
Cheers!

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