Hi Christian,
If you are referring to drawing the clouds individually:
I had exactly the same problem and didn't find a solution apart from
rendering the clouds after everything else. (simply using the
DrawObjects approach) as I thought I'm simply stupid.
But maybe simply drop a line to support@sundog, they really helped a lot
with those issues.
Also it is worth upgrading from time to time, as they seem to release a
new version quite regularly.
If you get some answer/solution I'd be interested, too
cheers
Sebastian
Hi,
I have the need to draw the silverlining clouds without alpha blending
enabled. So I use DrawObjects(false) in order to roll my own cloud
drawing. I tried to follow the sample posted here:
http://www.sundog-soft.com/docs/html/usage.html
Under "Here's an example of manually drawing clouds following a call
to Atmosphere::DrawObjects(false):" this guide contains some OpenGL
snippets.
But it seems the call to atm->DrawObject(*it) is messing with the
OpenGL state so badly, that I don't even see anything on screen any
more afterwards. I tried saving and restoring most OpenGL states
around this function call but got funny sparkling clouds in bizarre
colours.
I was just wondering if anyone can offer a working example of an OSG
silver lining integration with running DrawObject() for clouds in the
drawImplementation of a drawable.
Christian
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