I am currently finding a problem with the osgoit demo (as found in OSG
3.0.1). The osgviewer by default starts in full screen mode, and never
generates an initial RESIZE event. I am testing this on Windows, if that
matters.

The _texWidth and _texHeight members of the DepthPeeling object remain at
their default values of 0. While this seems to generate reasonably sized
shadowing maps (why?), this has the unfortunate side effect that the
CullCallback never receives an update with the correct texture width and
height. When not using texture rectangles and when
USE_NON_POWER_OF_TWO_TEXTURE #define is not set, it will execute this line:

m.postMultScale(osg::Vec3d(viewport->width()/double(_texWidth),
viewport->height()/double(_texHeight), 1));

producing an invalid scaling matrix. So the screen stays blank (no model is
rendered at all) when using square Texture2D objects.

Feeding an appropriate default value to the DepthPeeling constructor with
the screen resolution fixes it.

Christian


2013/2/17 Mathias Fröhlich <[email protected]>

>
> Hi List,
>
> On Sunday, February 17, 2013 08:20:55 Sajjadul Islam wrote:
> > are both the same is theory ? What are the differences between them
> > implementation-wise ?
>
> osgoit concentrates on the order independent transparency and does this
> with a
> minimal requirement on the state of the displayed model. Also it uses a
> minimal set of OpenGL features/extensions to make this run on as much
> hardware/drivers as possible.
>
> Greetings
>
> Mathias
> _______________________________________________
> 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

Reply via email to