, 2008 10:07 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] traversal question w/latest developer
release-
blacknodes
(Hm, shaders. Maybe someone with more experience with shaders in OSG
can
read and post an opinion?)
Hi Sherman -- Interesting issue
: Wednesday, February 13, 2008 10:07 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] traversal question w/latest developer
release-
blacknodes
(Hm, shaders. Maybe someone with more experience with shaders in OSG
can
read and post an opinion?)
Hi Sherman -- Interesting issue.
OpenGL
-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Wednesday, February 13, 2008 10:07 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] traversal question w/latest developer
release-
blacknodes
(Hm, shaders. Maybe someone with more
(Hm, shaders. Maybe someone with more experience with shaders in OSG can
read and post an opinion?)
Hi Sherman -- Interesting issue.
OpenGL is a state machine, and if you're just using raw OpenGL, then you
could enable blending, for example, never change blending state again, and
blending would
Is strange. I'm using all OSG code. Is possible I've found some odd
OSG bug - but I think is more likely that I'm doing something that's
not intended and am experiencing a side effect. I'm going to spend a
bit of time and see if I can simplify this problem down to a trivial
example.
On Feb 13,
Paul - thanks for the suggestions. I've found an older code tree of
mine from November 07 and everything seemed to work there. I'm
investigating.
On Feb 12, 2008 3:40 PM, Paul Martz [EMAIL PROTECTED] wrote:
I have a class that inherits from osg::Group. In this class
I'm overriding the
I have a class that inherits from osg::Group. In this class
I'm overriding the traverse function. It is written in such a
way that the CULL_VISITOR doesn't have an opportunity to call
osg::Group::traverse(nv). When I add this object to the
scenegraph all the nodes in my scene go black.
I've found a few clues this evening. Not sure why things are behaving
the way they are - I'm probably abusing the OSG in my overridden
traverse(...) function. My node has a shader attached. If I do NOT
attach that shader to the stateset, no problems. Read on
On Feb 12, 2008 3:40 PM, Paul
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