Hello,
I was excited to try the new primitive restart functionality in OSG,
however I ran into a problem with it. When I set the mode and the
primitive restart index attribute on a stateset, it affects another node
in the scene as well (I suspect it is the node that gets drawn right
afterwards, I don't exactly have this confirmed, but it looks like it
according to how I have my renderbins set up).
Any ideas why this would happen? I tried debugging into OSG code to find
out, but I don't know the code well enough to find a potential bug. If
I'm not mistaken, the method State::applyModeListis responsible for
setting modes as well as unsetting modes that are no longer active. Here
(during the drawing of the node that was affected, even though it didn't
have this mode set), the corresponding mode (GL_PRIMITIVE_RESTART) was
present in modeMap, but not in modeList, and the iteration finished
before it got to it. As to what this means, I don't exactly know, it
only seemed a bit suspect.
Anyway, this is as far as I got, I would appreciate any ideas what to try.
Best regards,
Andor Patho
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