Hi Art,

You are right, from the osgPPU point of view the scene graph responsible for 
it, shouldn't be culled at all, so this couldn't be a problem.

It sounds strange. I would assume that maybe the camera does not provide frame 
updates anymore, when you move your view to this certain direction.

I'll be trying to reproduce the problem in an osgPPU example today. I'll let you know what results (if any) I get.

Another thing is that when I activate osgPPU, suddenly the mouse interaction with the window (i.e. click and drag to rotate the camera with a camera manipulator for example) becomes way too sensitive (a small drag rotates by a very large amount). I assume this might be because of different viewport sizes between the normal camera (which I used before) and the last osgPPU Unit. I'll be investigating this today too.

So in general, both problems seem to be related to integrating osgPPU at the end of an existing app's rendering. So not a problem of osgPPU itself, but just differences between behavior before and after the integration. I'll let you know what I find, it may be useful to document these things for future users.

Thanks,

J-S
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______________________________________________________
Jean-Sebastien Guay    [email protected]
                               http://www.cm-labs.com/
                        http://whitestar02.webhop.org/
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