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

