robertosfield wrote: > This looks like a platforms specific hack to me, and something that doesn't > belong in cross platform example. I'm building under Kubuntu 14.10. Removing > this line fixes the problem.
Yep forgot to remove that. It is something that's worth incorporating into OSG though since without that most things work okay, but fancy stuff like tesselation tends to silently fail in a way that's very similar to a broken shader. Visual Studio also has an annoying habit of forcing something to not run on the GPU, so even once you've identified the problem and the compiled binaries run on the GPU when run directly they still don't run in the debugger. It took a bit of back and forth in ##OpenGL before someone mentioned that little gem. > As a general comment, I think the original code path and the approach you > have taken and both useful examples so just replacing the old version with > your own changes isn't appropriate. A better approach would be to wrap each > code path up in a create scene graph function have the main create both > subgraphs or create which one depending upon the parameters passed to the > example. I was thinking it could be a separate example, or a different source file in that example, rather than as an alternative. Bundling it all up into a single file would I think be a bit messy since the only thing the two examples have in common is that they do tesselation, but it's up to you. ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61920#61920 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
