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