Hi Chris,

On 30 November 2014 at 07:38, Chris Kuliukas <[email protected]> wrote:
>
> 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.

I will have a look at adding a control to osg::DisplaySettings for this.

>
>> 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.

Could you create a separate example?  Actually, I guess just renaming
your original one might be sufficient.  Could you provide a sensible
name?

Robert.
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