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





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