I suspect you may need a: camera->getOrCreateStateSet()->setGlobalDefaults();
There is some previous discussion on the list about it if you search for "setGlobalDefaults" and 3.2. I had a very similar problem when we upgraded to 3.2, and this fixed it for us. best wishes Mike On 2 November 2013 11:07, Garth D <[email protected]> wrote: > > 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 > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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