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I'm not mistaken, the method State::applyModeListis responsible for setting modes as well as unsetting modes that are no longer active.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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