Problems with optimizer 
 I am creating a large field of underbrush of various types using osg
billboards, and with the help of the IRC OSG users group I created a
culling callback that changes the transparency within a minimum and
maximum distance so it fades out before being unloaded via the LOD. This
is done for each grid of Billboards the state set and material is
recreated for each grid of billboards. Everything works fine until it is
optimized then optimizer blows away the state sets and then viewer
starts to throw memory violations when the callback tries to get to the
material.  
      The problem: I cannot just do without the optimizer given the size
of the scene and the amount of underbrush created. I could use some
assistance on this ... I can provide my code samples as needed.  
  
 Regards, 
 C.W. 

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