[info-performer] modifying depth buffer with callback func

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From: brad schwagler (bschwagg++at++yahoo.com)
Date: 05/24/2002 12:46:06


I am wondering if this is possible, or if it will
work:
I'd like to have a sky-dome that is always visible for
a driving simulation. I have slight fog in the far
distance just before the viewing frustrum ends, so
that buildings in the distance slowly *emerge* (this
is to save drawing because the street is extremely
long and flat)
how would i go about setting a callback to make the
sky dome always draw, even when behind the frustrum?
i've set the following up which i know get called, but
it doesn't work

int pfdPreDrawSky(pfTraverser *a, void *d){
   glDepthMask(0);
   glDisable(GL_DEPTH_TEST);
   return PFTRAV_CONT;
}

int pfdPostDrawSky(pfTraverser *a, void *d){
  glEnable(GL_DEPTH_TEST);
  glDepthMask(1);
  return PFTRAV_CONT;
}

also,
  pfChanNearFar(left, near, drawDistance);
is set where drawDistance is less than the distance to
the skybox. is there a performer command that will
accopmlish this? ..thanks in advance

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