Hi Carsten,


Von meinem iPhone gesendet

Am 24.01.2012 um 00:09 schrieb Carsten Neumann <carsten_neum...@gmx.net>:

>    Hello Michael,
> 
> On 01/23/2012 07:47 AM, Michael Raab wrote:
>> Node
>>   - MatGroup1
>>    - Geo1
>>   - MatGroup2
>>    - Geo2
>> Node
>>   - MatGroup3
>>    - Geo3
>>    - Geo4
>> 
>> Geo1 and Geo2 are rendered correctly, Geo3 and Geo4 are rendered with
>> wrong material.
> which material is used for Geo3, Geo4? One from MatGroup1, MatGroup2 or 
> something different entirely? Is the used material for Geo3, Geo4 view 
> dependent?
> 

Geo3 and Geo4 have a material (I'll call it mat3) that is completely different 
from the Materials that are used for Geo1 and  Geo2. 

Material properties seem to have no real Impact. But if I switch lightning on 
for mat3 the geos turn completely white if it  turns off it seems to be not lit 
but gets the diffuse color of mat2... So it seems that the lit property was 
respected whereas other properties are completely ignored... I have no clue...

>> A huge problem is that this happens only in a large
>> context, that means if I load only these two node structures everything
>> seems to be fine. So producing some small and fancy example is currently
>> unfortunately not an option. :-(
>> I do not have any ideas where to start the search for the part that is
>> broken inside the render tree. Does someone has any ideas how to proceed?
> 
> Hmm, I think the first thing to isolate should be if the error happens 
> when constructing the DrawTree or when processing it: what material is 
> used in MaterialDrawable::renderActionHandler() when calling dropFunctor()?

I'll try to find out. But could you give me a  rough idea at which stages the 
DrawTree is created, when the actual rendering starts and which the main 
procedures are? That is one of the few things I haven't completely understood 
within OpenSg....

Thanks,
Michael

>    Cheers,
>        Carsten
> 
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