Hi all,
On 02/11/13 13:24, Garth D wrote:
> ... It is almost as if the model is being drawn in
> the reverse order with depth buffering disabled. ...
Looks like I stumbled onto the solution for this one, and my guess on
what was happening wasn't too far off. Creating an explicit StateSet
under each problematic model with GL_DEPTH_TEST turned on fixed this- it
really *was* rendering without depth testing. I do turn GL_DEPTH_TEST
off for parts of my scene tree, but only in sibling nodes, never direct
ancestors for the models (as far as I know). I had assumed this would
not impact things- but perhaps this is not right. It appears I could get
away with this in 3.0.1, but not 3.2.0. It would also explain why
osgviewer etc handle it correctly, but my app did not.
I'm guessing that carefully checking that StateSets are explicitly set
to what I need them to be, as close to the Geodes in question as
possible, is going to be the way to clear up many of the problems I am
encountering.
Suggestions on better ways to track down potential problems of this type
definitely appreciated if anyone has any thoughts or suggestions to share.
Cheers,
Garth
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