Open rhabacker opened 2 years ago
Once I've wrapped up the Light work I'll be tackling state/shader side and should be able to address the line/point issues in the vsgXchange::OSG loader, and at this time can look deeper into the LOD issues you are seeing.
My suspicion is that this LOD level issue is probably an vsgXchage::OSG loader issue rather than something in the code VSG. Converting the OSG models to .vsgt using vsgconv would be worth doing, then have a look at the vsg::LOD node settings, if the settings look sensible then a core VSG bug is more likely, but if they don't look sensible then it's more like a vsgXchange::OSG issue.
Hi @rhabacker I've finally had a chance to look at this. I've download the demo.osgt model and while there are plenty of rendering issues with the osg2vsg converted model the LOD switches look relatively close.
A few months back I made a fix to the the LOD range computation to address issues when the modelview matrix contained scaling so there is a chance that this has help things work better.
Could you please test the model out with the latest VSG/osg2vsg and let me know if the issue still persists.
The problem still exists. LOD level changes are visible, but the blocks are visible in LOD level 2, which should not be. BTW:I used the lightning setting mentioned at https://github.com/vsg-dev/osg2vsg/issues/60
Thanks for checking. From the description it sounds like an issue with osg2vsg mapping of osg::LOD nodes.
What is needed is a rewrite of osg2vsg to use vsg::ShaderSet, as part of that rewrite how to map OSG nodes etc. to VSG will need to be completely redone.
VulkanSceneGraph and/or vsgXchange have a problem displaying scenes containing LOD nodes.
Steps to reproduce the behavior:
Screenshots osgviewer showing LOD Level 1
osgviewer showing LOD Level 2
vsgviewer showing LOD Level 1
vsgviewer showing LOD level 2
Expected behavior vsgviewer should not show the nodes belonging to LOD level 1 if the camera is in LOD level 2 distance.