Hi all,

I've just managed to solve the second main problem I had been encountering, and I wanted to share the solution in case it helps someone else out of the same fix.

A bit of experimentation showed that with the updated camera code, the only overlay that was still vanishing when shadows were used was my CEGUI Drawable (CEGUI 0.7.5). The other overlays were actually fine.

In the Drawable that I am using, during drawImplementation, the state is set up to lead into CEGUI's renderGUI call roughly as follows (please excuse transcription errors):

osg::State *state = renderInfo.getState();
state->disableAllVertexArrays();
state->disableTexCoordPointer(0);
glPushMatrix();
glPushAttrib();
...
CEGUI::System::getSingleton().renderGUI();

If I was using a ShadowedScene with any ShadowTechnique at all, the GUI would vanish. Up until that point it would render fine.

The fix ended up being to reset a bit more state (after the "disableTexCoordPointer" call:

state->setActiveTextureUnit(0);
state->setClientActiveTextureUnit(0);

I'm actually quite surprised that this worked, but it did. I wonder if there is a better way to do this, but it seems sufficient in my case.

Cheers,
Garth

On 02/11/13 13:24, Garth D wrote:
> Another problem: If I use shadows, specifically ShadowTexture, the HUD I
> use (implemented with a Camera set with POST_RENDER rendering order)
> vanishes entirely. If I disable shadows, it returns. It worked fine in
> 3.0.1 (ie. shadows did not impact the HUD). It also works fine right up
> until the point I add the first geometry with shadows.
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