Just to drop a note I found the solution to the issue I was seeing in case anyone else has something similar.
I am using CEGUI (CEGUIDrawable). It requires that the texture unit be set (to zero) before the CEGUI render routines. Unfortunately with the new changes as of rev 10926 of OSG (which removes "redundant" sets of the texture unit) OSG no longer sets the texture unit back to what it needs. I fixed the problem by modifying CEGUIDrawable so that it restores the texture unit that was being used. Thanks -Brad -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Brad Huber Sent: Wednesday, May 26, 2010 2:16 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Debugging osg state issues It seems that this issue is definitely texture related. The problem did not manifest before rev 10926 in the trunk. It now manifests from rev 10926 onward. 10926 has changes which try to prevent thrashing of the active texture unit. I'm going through the changes to see how I might have my scene graph wrong or if there could be some other issue. I would appreciate it if anyone else has extra insight (specifically how something might render correctly before the change and incorrectly after the change). Thanks -Brad -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Robert Osfield Sent: Saturday, May 22, 2010 2:27 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Debugging osg state issues Hi Brad, You could use a draw callback on the drawable and there query OpenGL or the osg::State object to find out what state has been applied. In general the OSG is pretty reliable w.r.t state application, the same scheme has been in place for the best part of decade now. Areas that are most likely to come unstuck is in your set of the scene graph - perhaps you aren't placing the StateSet's in appropriate place in the scene graph to get the result you want, the OSG uses top down inheritance of StateSet, state isn't inherited to siblings like in Inventor. Another area that you might come unstuck is not assigning all the vertex attributes that you require correctly - a missing colour array, or normal array? Try outputting your scene graph to a .osg file and then inspect it. Robert. On Fri, May 21, 2010 at 10:06 PM, Brad Huber <[email protected]> wrote: > Im having an issue where some particular drawables arent rendering > correctly. Im pretty certain that the state at render time is not what Im > actually wanting it to be. Does anyone know of a convenient way to inspect > the actual state at render time? > > > > The problem is convoluted enough that Im not sure I can just trust looking > at the stateset of it (and its parents) before hand. I want to know the > real render time answer. > > > > PS I tried putting another drawable as a sibling to the first drawable which > looks at renderInfo.getState() but I dont think this is what I want for a > couple of reasons > > > > Thanks > > -Brad > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

