hi everybody,

i implemented an algorithm which generates tracks, left behind by a car 
which drives on a terrain. the tracks are graphically represented by 
arbitrary primitiveSets (triangles, quads, polygons). to prevent the 
system from crashing when out of memory (driving for several hours, 
continously generating track polygons) i used the primitiveSetList in 
the osg::Geometry object like a queue, inserting newly created 
primitiveSets at position 0 (osg::Geometry::setPrimitiveSet(0, polygon)) 
when maxNumPolygons is reached. a simple queue.
everything worked fine, but when i decided to associate an array of 
vertex attributes with the vertices (storing the current frame number 
for each vertex which is created and using this information to create a 
fade out effect for the tracks in a vertex shader) i got wrong vertex 
attribute values when the polygon queue was filled. all the other values 
like texture coordinates, and vertex positions are fine.
in contrary when using no polygon queue (just pushing the new polygons 
into the vector) the vertex attribute values are correct.
could there be a problem with some kind of caching of the vertex 
attributes? i also use an array of texture coordinates with new values 
inserted every frame and the values are always correct. i don't get it.
perhaps somebody experienced a similar problem and can help me.

cheers,
daniel
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