[osg-users] Floating point depth buffer
Trajce Nikolov NICK
trajce.nikolov.nick at gmail.com
Wed Sep 2 08:18:27 PDT 2015
Hi Mike,
have you tried using of height map with Triton? I am aware of the same
issue and considering logarithmic depth buffer ... Suggested by Frank
Nick
On Wed, Sep 2, 2015 at 5:09 PM, Mike Greene <mgreene at hiwaay.net> wrote:
> Having problems with Z-fighting when using a very large terrain database
> and mixing it with Triton ocean - seeing lots of z-fighting along the coast
> line where the water and the terrain depths are nearly the same. I can
> alleviate the problem by reducing the near/far clip boundaries, but this is
> not acceptable for our application as it cuts off the mountains in the
> distance of our terrain. Has anyone successfully used the Nvidia floating
> point depth buffer extension with OSG, GL_NV_depth_buffer_float, to
> increase the depth buffer precision? If so, how do you apply this in an OSG
> application (GraphicsContext:Traits)?
> ...
>
> Thank you!
>
> Cheers,
> Mike
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=64996#64996
>
>
>
>
>
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--
trajce nikolov nick
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