Boy, that code looks surprisingly similar to mine, except for this center part:
// Make sure that OSG's state is prepared based on the last state
// recorded (if available). The first frame is different.
osg::State *state =
getCamera()->getGraphicsContext()->getState();
state->reset();
state->apply(m_lastStateSet.get());
// Run a frame: this is where the action happens.
frame();
// Store the OSG state for restoration in the next frame.
getCamera()->getGraphicsContext()->getState()->captureCurrentState(*m_lastStateSet);
Maybe the additional getState() + reset() / apply() and
captureCurrentState() will solve my lights problem. I will try.
Thanks a bunch!
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