Hi Robert,

I will use the new cvs version as soon as my code is stable. I find a 
workaround to apply a specific operation into drawImplementation according to 
the State context id. However I am facing a pb and I wonder if there is a 
solution.

The bottom line is that the custom drawable exists because I basically call 
into my drawImplementation func:

blackBlox->Render();

where blackbox will perform some volume rendering stuff via opengl code. If I 
had the source of blackbox, well I would try to make things in the cleaner way, 
i.e. create 100% osg stuff. But unfortunately it is not the case...So now, what 
I obseve is that every stuff in blackbox that is not related to textures (like 
lines) are correctly rendered in both views, but textures related stuff (like 
texture on a quad) is only visible in one view...I am sure it is related to the 
context id stuff but do not know where to look...I had already set for each 
SceneView a different context id ( that is why I can see simple shared geometry 
in both views )...

I hope there is a workaround, even dirty. 

Any suggestion? Thanks.

Best Regards,
 
Jerome Schmid
 

-----Original Message-----
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Wed 12/6/2006 6:00 PM
To: osg users
Subject: Re: [osg-users] custom drawable shared across sceneview
 
Hi Jerome,

On 12/6/06, SCHMID, Jerome <[EMAIL PROTECTED]> wrote:
> Thanks Robert for the answer.
>
> Currently I am not sure my code is CVS compatible :)

The drawImplementation(State&) method is still present for backwards
compatibility,
but the new drawImplementation(RenderInfo&) is now the main one to target.

Robert.
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