Ran Yakir (rany++at++bvr.co.il)
Fri, 30 Sep 1994 10:50:29 +0000
Hi John,
What you should do is
1. Have the distant starts arranged under a separate node, drawn first. This is
done by adding this node to the scene first :
pfAddChild (scene, celestial_sphere_node);
pfAddchild (scene, close_objects_node);
2. Assign a post draw callback to that node, which will clear the zbuffer :
Assigning -
pfNodeTravFuncs (celestial_sphere_node, PFTRAV_DRAW, NULL, clear_zbuf);
function -
long clear_zbuf (pfTraverser *trav, void *data)
{
zclear();
}
Or else you can assign a pre draw callback to that node that will disable
zbuffer (zbuffer(0), zwritemask(0)) and z post draw callback that will enable
it.
Hope that helps
Ran
--
__ | Ran Yakir
/_) _ __ \ / _ / o __ | Graphics App. Chief Engineer
/ )_ (_(_) ) \/ (_(_/<_(_)( | BVR Technologies Ltd.
_/ |
-------------------------------------+--------------------------------
Phone : | E-mail : rany++at++bvr.co.il
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