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

2008-10-08 Thread Chris Denham
Hmm, thinking about the implications of Wojtek's message in more detail leads me to think that the only way to get this right is to make sure the near plane doesn't get too close to the camera. In my simple test, a scene with small cubes inside a large cube, once my camera moves inside the large

[osg-users] Near and far calculation and depth maps (and a question about WoWvx)

2008-10-06 Thread Chris Denham
I have a few questions about the way OSG handles depth maps, and how the range of depth values relates to the near and far calculation done by OSG. Firstly, just to confirm my understanding. I have assumed that the purpose of OSG calculating near&far values is so that depth map values will range