I'm afriad I have no answers to what may be wrong, there is simply way too many variables involved to even take a guess.
Robert.
On 8/24/06,
Joakim Simonsson <[EMAIL PROTECTED]> wrote:
I will try tommorrow to set up an example.
When looking at the debug output, it is clear that the optimizer is doing
things differently when searching for duplicate states each run. What
could be the reason for that?
Den 2006-08-23 17:23:47 skrev Robert Osfield <[EMAIL PROTECTED]>:
> Hi Joakim,
>
> No clues to what migt be the cause, its sounds pretty peculiar. Any
> chance
> you could put an example and data together that reproduce this problem?
>
> Robert.
>
> On 8/23/06, Joakim Simonsson <[EMAIL PROTECTED] > wrote:
>>
>> På Wed, 23 Aug 2006 15:56:00 +0200, skrev Robert Osfield
>> <[EMAIL PROTECTED]>:
>>
>> > Hi Joakim,
>> >
>> > I have seen problems like you have before, so it could be database
>> > specific
>> > or something that new that has uncovered.
>> >
>> > What happens when you toggle off texturing?
>>
>> When texturing is turned off, you will only see faces that are rendered
>> correctly. The faces that are invisible (but should be visible) are not
>> visible then texturing is turned off.
>>
>> I have maybe found a workaround now. I have a ClearNode in my scene
>> graph.
>> When I remove this, things seem to work better. Everything looked ok
>> after
>> 50 runs.
>>
>> I use the ClearNode in a similar way that it is used in osghanglide.
>>
>> Can ClearNode and SHARE_DUPLICATE_STATE-optimization be a bad
>> combination?
>> They have worked in harmony in previous versions of osg.
>>
>> any clues?
>>
>> --
>> Joakim Simonsson
>> _______________________________________________
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>> http://www.openscenegraph.org/
>>
--
Joakim Simonsson
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