Hi Frank, Could be something entirely different but have you tried setting empty program (= activating fixed pipeline) with default ON attribute ?
ie: ss->setAttribute(new osg::Program); We were using that approach to turn off Shaders in LightPoints. Cheers, Wojtek Lewandowski 2013/2/13 Frank Kane <[email protected]> > Hi gang, > > I've got a setup where I have an osg::Program attached near the top of my > scene graph to do lighting effects. It works great, except that > LightPointNodes don't show up when it's active. > > I tried intercepting the LightPointNodes in the graph inside a cull > visitor, and disabling the shader on it - roughly like this: > > osg::ref_ptr<osg::StateSet> ss = lightPointNode.getStateSet(); > if (ss && ss.valid()) { > ss->setAttributeAndModes(myProgram.get(), osg::StateAttribute::OFF); > } > > But, this seems to have no effect (I checked - the call to > setAttributeAndModes is being reached). Looking at the > osgSim::LightPointNode source, it looks like it's doing tricks with a > singleton state set shared amongst them all, its own render bin, and > manipulating its own state set graph. I don't know if that's wiping out my > state somehow, or if I'm just Doing It Wrong. > > Has anyone else ever encountered trouble using shaders in conjuction with > LightPointNodes? Any advice if so? > > Thanks! > Frank > > Frank Kane > Founder > Sundog Software, LLC > > http://www.sundog-soft.com/ > > http://www.linkedin.com/pub/frank-kane/17/434/764 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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