Hi Sergey,
I've had same issues using osgPPU, for me problem was happening only when i had turned on near\far computation on viewer's camera, i've used this mode only to test some stuff so i didnt investigated this issue further. May be this will give you some hints on problem roots.
Hmmm, I saw that the osgPPU HDR example's setupCamera() method disables near/far computation, but in our framework we turn it back on in almost all cases. So this may be the problem. I'll look into this.
If this is the problem, I would like to avoid osgPPU forcing the main camera's compute near/far mode off, since it is useful in many cases. It should be possible to only turn it off when going through the cull phase for the osgPPU quads, but then turning it back on the way it was afterwards. Ideally, osgPPU would be as unintrusive as possible on the app's normal operation...
Thanks for the hint, J-S -- ______________________________________________________ Jean-Sebastien Guay [email protected] http://www.cm-labs.com/ http://whitestar02.webhop.org/ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

