Those examples work fine on the latest CVS version with my computer.
Here's my specs:

Windows XP
Visual Studio 2003
GeForce 6800

-Farshid

On 9/1/06, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Jason,

Its a an odd problem, and as such I don't have any ideas what might be up.
The code controlling the state imheritance is all just pure C++ so shouldn't
be too platform sensitive.  I'd also be suprised if this was a OpenGL driver
bug.  Best guess would be some kind of unitialized variable, but I don't
really have much to base this on other than I don't have any better ideas.

Robert.


On 9/1/06, Jason Beverage <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> I tested this at home on my SUSE 10.0 box with latest CVS and all is good.
 Do you think this could potentially be a windows only thing or a product of
my graphics drivers?
>
> I've attached a screenshot of osgprerender running.  This is the result
after I hit 'w' 3 times.
>
> Thanks,
>
> Jason
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] On Behalf Of Jason
Beverage
> Sent: Thursday, August 31, 2006 2:43 P
> To: osg users
> Subject: [osg-users] Possible CameraNode bug
>
> Robert,
>
> I just downloaded the latest CVS and built it to do some testing and
> I've noticed that CameraNode doesn't seem to always respect state
> changes.  For example, doing osgprerender cow.osg works fine at first,
> then if I hit 'w' to cycle through filled, wireframe and points, going
> back to filled mode will render the cow in wireframe when I'm pretty
> sure it would render it filled previously.
>
> You can also do osganimate --overlay and the steps to reproduce I
> mentioned for osgprerender also works.  The same thing happens for
> lighting in both examples.  Turning lighting off using 'l' works as
> expected, but turning lighting on again using 'l' is ignored by the
> CameraNode.
>
> Just giving a heads up,
>
> Jason
>
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>


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