Re: [osg-users] Near and far calculation and depth maps (and a questionabout WoWvx)

2008-10-08 Thread Chris Denham
Thanks Wojtek, That's very useful information. I must admit, the non linear relationship between depth map values and view space z coordinates was something that escaped me. I had assumed the depth value spread was linear between near and far planes. So that leaves me with a question about

Re: [osg-users] Near and far calculation and depth maps (and a questionabout WoWvx)

2008-10-07 Thread Wojciech Lewandowski
Chris, Please read following page, until final conclusion: http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html So if you have gone to the conclusion you should now understand why computeNearFar is added to OSG. It simply allows to better utilize depth buffer range. Compute NearFar