> The moment I add virtual void operator(Node *node, NodeVisitor nv); with > an empty implementation it causes the problem. So somehow the > operator method is creating or at least triggering the problem.
what I just said. Don't make it empty. Add at least traverse(node, nv); to the implementation. Christian 2014-11-20 16:23 GMT+01:00 Chris Hidden <[email protected]>: > Ok, I understand. I also initially thought moving the viewmatrix would be > the way to go. > > I wish I knew what to provide as far as information on my code goes. Ive > been testing trying to figure out why my models don't render properly on > the HUD. I've narrowed it down to the UpdateCallback. For whatever reason, > if I attach an empty UpdateCallback to my slave camera(literally just an > empty class that inherits from NodeCallback) then it works. > > The moment I add virtual void operator(Node *node, NodeVisitor nv); with > an empty implementation it causes the problem. So somehow the operator > method is creating or at least triggering the problem. > > Would the updateCallback somehow cause a threading issue where the models > don't have time to render properly or something along those lines? I just > can't make logical sense of why it would do that, much less how to debug it > :P > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=61745#61745 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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