Hi Bryan,

Thrall, Bryan schrieb:
I finally got around to looking at this, but I'm having some trouble
creating a simple test case; I don't see how you can have two Geometry
objects with different textures (as Stephen describes) that
MergeGeometryVisitor will merge, because they will have different
StateSets so the LessGeometry comparator will see them as different and
they won't be put into the same DuplicateList.


Stephen, can you create a simple test case that demonstrates the problem
you're having?

After looking into my code I described my problem a little bit inaccurately. My setting is as follows: There is one geode part of the scenegraph with two geometry-drawables, both without a stateset. Later in the application, both geometries get a newly created stateset with different textures and a blending-animation starts.

I ran into the problem, that the two geometries got merged by the Optimizer, and my code holds a reference to a geometry, which is not part of the scenegraph anymore, so the animation did not work anymore.

What I want to do is to "mark" the geode/geometry, so the Optimizer can still do its work, but leaves this particular geode with its two geometries untouched. I thought this is why Object::Datavariance exists, but it seems, that every object in the scenegraph is DYNAMIC.

So there is no bug in the optimizer, but I have a small feature request to exclude certain nodes from being optimized.

Thanks
Stephan




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