Some questions on Really Big Background Geometry (tm)

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Jeremy Friesner (jaf++at++chem.ucsd.edu)
Tue, 6 May 1997 13:52:32 -0700 (PDT)


Hi Everyone,

I'm playing around with giving my Performer scene some "background" by
placing a super-scaled-up piece of geometry around my scene (e.g. a gigantic
sphere with a nice scene bitmap textured onto it). I have some
questions about this technique, maybe some of you who have done it before
can help or give me suggestions on a better way...

- Previously, I used pfFog to conceal the paging in of new scenery.
  If I turn it on now, of course, the background geometry is turned black.
  It would be nice if I could leave pfFog on for the foreground geometry,
  and turn it off for the background, and (here's what I expect to be the
  big catch) have the pfFog "fade" the foreground geometry to transparent,
  instead of to black (so that I don't get black silhuoettes of my foreground
  scenery in front of my colorful background scenery).
  Is there a way to do all this?

- What is the best way to take advantage of the knowledge that the background
  geometry won't have anything drawn behind it? Will it give me any performance
  advantages to put it in its own bin? In it's own pfChannel? (And then overlay
  a foreground-scenery channel on top of that?) Is it possible to specify
  a different far clipping plane and fogging setup for an individual pfNode?
  How about for each bin? Or will I need to do a separate pfChannel for this?

- Is there a better way than this to do backgrounds?

Thanks for any help,

Jeremy
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