Hi Robert

Many thanks - your fix to ArrayDispatcher works for me - both with my test
data and the original more complex scenegraph that the edge3.osg test case
was extracted from.

best

Mike

On 21 October 2011 17:42, Robert Osfield <robert.osfi...@gmail.com> wrote:

> Hi Mike,
>
> Your comments about ArrayDispatcher and slow paths was most
> illuminating.  I had a look at the ArrayDispatchers.cpp and how it
> integrates with the GLBeginEndAdapter that is used as a fallback when
> slow paths have to be used and found that it didn't contain the
> handling of Vec3d's so I've added this and checked it into svn/trunk.
> With this change your edges3.osg model works with the vertex data
> passed in as a Vec3dArray.
>
> Could you try out svn/trunk and let me know how you get on.
>
> Cheers,
> Robert.
>
> On Fri, Oct 21, 2011 at 1:26 PM, Mike Connell <michael.conn...@gmail.com>
> wrote:
> > Hi Filip,
> >
> > Thanks for your comments. It appears the warnings are indeed from the
> > TriangleFunctor which is used by the DriveManipulator &
> TerrainManipulator.
> > As we don't use those pieces of code in this application I don't think
> they
> > are the problem here.
> >
> > I've dug a little deeper in the rendering code and found a solution. The
> > geometry object which isn't working has PER_PRIMITIVE and OVERALL
> bindings
> > and so was shunted off the fast path. I now suspect that there is a bug
> > within the ArrayDispatcher code where the Vec3d vertex data is discarded.
> > However, if I update the geometry so that fast paths are used, everything
> > works as expected.
> >
> > I am going to take the easy road and update our code to stay on the fast
> > path route, but in case anyone else has problems with double precision
> > geometry, the non fast path rendering code may be the culprit.
> >
> > best wishes
> >
> > Mike
> >
> > beleive that the problem lies within the ArrayDispatcher code, but
> >
> > On 18 October 2011 17:11, Filip Arlet <fili...@seznam.cz> wrote:
> >>
> >> Hi,
> >>
> >> PolytopeIntersector uses osg::TriangleFunctor< T > and as you can see in
> >> code (TriangleFunctor header).
> >> Constructor called with Vec*d does nothing (prints warning).
> >> In member function TriangleFunctor::drawArrays OSG is accesing Array,
> that
> >> doesnt exists - and that's where the problem is I think. It looks like
> it's
> >> unfinished. For my app using double I created TriangleFunctorDouble < T
> > by
> >> replacing every float type variable to double type, but it's more like a
> >> workaround than a sollution.
> >>
> >> Cheers,
> >> Filip
> >>
> >> ------------------
> >> Read this topic online here:
> >> http://forum.openscenegraph.org/viewtopic.php?p=43449#43449
> >>
> >>
> >>
> >>
> >>
> >> _______________________________________________
> >> osg-users mailing list
> >> osg-users@lists.openscenegraph.org
> >>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> > _______________________________________________
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to