[osg-users] Floating point depth buffer

Sebastian Messerschmidt sebastian.messerschmidt at gmx.de
Wed Sep 2 08:21:30 PDT 2015


Hi Mike,

http://sundog-soft.com/sds/2015/06/using-an-opengl-logarithmic-depth-buffer-in-silverlining-and-triton/

It will help alot with high z-ranges, but I had trouble inverting the 
function in my deferred pipeline, so I cannot use it right now.
Initial tests however yielded great results.
> 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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>
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