Hello Constantin,

Constantin Müller wrote:
> When I add the ChunkOverrideGroup, does this override every chunk in
> the tree, even if there is no equivalent one in the OverrideGroup?
> I added a PolygonChunk, DepthCunk, ColorMaskChunk and a StencilChunk.
> Is e.g. a TextureBaseChunk removed from the geometry by the
> OverrideGroup?

no, the ChunkOverrideGroup is a "additive override", i.e. if a material 
has a chunk of the same type as in the COG the one in the COG is used; 
if the material has a chunk of a type not in the COG the one in the 
material is used; if the COG has a chunk of a type not found on the 
material, the chunk from the COG is used.

> I ask this, because I get some errors saying "Incomplete Attachment".

The warning message is a bit short/misleading, it does not refer to 
OpenSG Attachments but to FBO attachments, this is an error reported by 
OpenGL via glCheckFramebufferStatus().

> WARNING: Incomplete Attachment
> WARNING: (F:\Lib\OpenSG2_Repo\Source\System\State\Base\OSGLightChunk.cpp,136):
> light:activate:precheck failed: (null) (0x506)
> 
> Can anybody tell me, what Attachment is missing and perhaps where out
> of this warnings?

see above, something with your FBO setup is not quite correct. The 
warning from the light might be fallout from that, not sure.

> 2010/6/9 Carsten Neumann <[email protected]>:
> 
>>> Here is some OpenGL code, doing what I want to do in OpenSG.
>>>
>>>         // first rendering
>>>       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | 
>>> GL_STENCIL_BUFFER_BIT);
>>>       glClearStencil(0x0);
>>>
>>>       glMatrixMode(GL_MODELVIEW);
>>>       glLoadIdentity();
>>>
>>>       glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
>>>       glDepthMask(GL_FALSE);
>>>       glEnable(GL_STENCIL_TEST);
>>>       glEnable(GL_CULL_FACE);
> 
> 
> How can I enable/disable the Culling or set the DepthMask to false?

PolygonChunk::setCullFace(GL_NONE) -> glDisable(GL_CULL_FACE);
PolygonChunk::setCullFace(GL_*) -> glEnable(GL_CULL_FACE); glCullFace(GL_*)

DepthChunk::setReadOnly(true) -> glDepthMask(GL_FALSE)

> I didn't find this options in the chunks.
> Or is e.g. the StencilTesting enabled, as soon as I add a StencilChunk
> to a Material?

as soon as you add a StencilChunk with SFStencilFunc set to something 
other than GL_NONE.

        Cheers,
                Carsten

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