Re: [osg-users] setUpdateCallback fails under slave-camera

2009-07-20 Thread Timm Linder
Hi Robert,

I'm picking up this somewhat outdated topic since we are having a similar 
problem. We need to render some of our geometry with a separate depth buffer 
because of precision issues: In the first pass, we are rendering a very large 
landscape that was created using VirtualPlanetBuilder. This puts the far 
clipping plane very far away from the viewer. 

Then, however, we need to draw some objects that are flying very close to the 
camera and need a lot of precision here. This is what makes us require a second 
rendering pass with a separate depth buffer and projection matrix (where the 
far plane is very close to the eye point). It is guaranteed that this geometry 
is always above the landscape, so we need no further sorting here.

In both passes, we require our update callbacks to work. As should have become 
clear from my description, the master and slave camera do not share their 
geometry.

Do you think there is a way of making the update callbacks work in the slave 
camera *without* tampering with the original OSG Core source code?

Any hint would be greatly appreciated.

Thanks a lot for your help,

Timm

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Re: [osg-users] [vpb] Building a geocentric database with heigh data

2009-05-16 Thread Timm Linder
Hi Mauricio, did you ever get your geocentric database with height data up and 
running? We are currently struggling to do the same, and are having similar 
problems. Osgdem works perfectly when using either a non-geocentric (flat) 
Earth model with height data or when building a geocentric database with no 
height data applied. 

However, when using both height data and the "--geocentric" option, osgdem 
always aborts with a message stating that the destination graph cannot be 
build. Perhaps we're using the wrong parameters, but I just wanted to check if 
it does work at all, or if support for geocentric databases might be broken at 
the moment (we've checked out vpb from the trunk). 

Thanks a lot in advance!

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