[osg-users] Independent prerender step
david.spilling at gmail.com
Tue Oct 2 04:51:32 PDT 2007
I do exactly that, using a camera which does the following:
1) Sets DO_NOT_COMPUTE_NEAR_FAR so that the skydome doesn't influence the
auto-z calculation; otherwise large skydome radii will skew the rest of the
2) Forces the projection matrix so that the skydome radius is within
whatever the auto-calculated znear and zfar. Without this step, there _will_
be a scene/viewing distance that results in a clipping dome. I do this by
overriding the traverse() call, much like the DepthPartition code.
3) just force z=1 on the skyDome with osg::Depth.
I guess rather than step(3) you could draw as a Camera PRE_RENDER (clearing
depth and colour), and making sure that your main NESTED_RENDER path doesn't
clear the colour buffer.
Hope that helps.
-------------- next part --------------
An HTML attachment was scrubbed...
More information about the osg-users