Hi,

Christian did just send me a note, but just to get my paraphrased answer out 
there...

Basically when you call SilverLining::Atmosphere::DrawObjects(...) we push all 
of the OpenGL state, set a default "known quantity" state, draw our clouds, and 
then pop the state we started with (including any shaders that may have been 
set.) That way state doesn't leak into or out of SilverLining.

But when you draw individual clouds using Atmosphere::DrawObject(...), that 
protection doesn't exist, since you probably don't want to incur its overhead 
repeatedly. I sent Christian a copy of the function we use internally to clear 
the state out to default values which hopefully will help.

... 

Thank you!

Cheers,
Frank

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52888#52888





_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to