Hi Anders,
On 11 October 2012 11:02, Anders Backman wrote:
> The problem illustrated in this example is most certainly not related to
> culling
So... the subject line and previous dsicussion is rather misleading.
> Could it be just that OpenGL handles the vertices as float?
OpenGL drivers/hard
The problem illustrated in this example is most certainly not related to
culling.
Could it be just that OpenGL handles the vertices as float?, so you
enter 6371014 as a value for a float which means that all precision is lost.
Rendering something which is a few meters on that scale, will just be
re
Hi Anders,
Even with default settings the culling will be done with doubles, with
any floats being cast into doubles before tests against the view
frustum planes rather than from doubles down to floats.
I'm curious what makes you think the problem is culling. Could it be
clipping? Could it be s
Hi all.
Using OSG 3.0.1 under windows.
A problem that we have experienced now and then without understanding the
source of it, is that we get culling problems for scenes where objects are
rendered far from origo.
By default, OSG use float for representing bounding boxes, spheres etc.
I believe
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