[osg-users] Floating point depth buffer

Mike Greene mgreene at hiwaay.net
Wed Sep 2 08:09:17 PDT 2015


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








More information about the osg-users mailing list