Hello Gerrit, unfortunately I have found a problem for which I do not have any idea. Probably it is not related to the variable chunks but I found it on testing of the update mechanism in my implementation.
Ok, first I have uploaded a zip containing a png generated by the dot graph op of the model I load into my scene manager. http://www.sendspace.com/file/3d1oxd This scene consists of a geometry core which is shared between two material branches. The first is a phong shader material and the second is a silhouette shader material. I have added the silhouette shader to the zip. Now after loading the scene the rendered solid is black. After a redraw all is rendered fine. Now, if I create and load a scene with two silhouetted solids the first one is rendered black and the second one is rendered fine. After redraw both are rendered fine. If my solids do not contain the silhouette shader material I also have no problem with the rendering. If I do not use the phong material but the silhouette shader and render with the fixed function pipeline I also do not have the problem on initial rendering of the first solid. I always call commitChanges before redraw. The glIntercept program does not report any problems with my shaders. I can not find any cause for that problem. Do you have an idea what might be wrong here? Any help is really appreciated. Best, Johannes ------------------------------------------------------------------------------ Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
