So I finally found a workaround for that weird state bug. If I add an empty shader Program to the top of my scene like so:
Program* rootprog = new Program; mRoot->getOrCreateStateSet()->setAttributeAndModes(rootprog, osg::StateAttribute::ON); Then I don't see the wrong shader getting applied anymore. So it seems that explicitly telling OSG to turn off shaders fixes the problem. Hey Robert, is that a good clue to where the problem might be? I still don't grok all the internals of the OSG state code well enough to figure this out. -- Terry Welsh - mogumbo 'at' gmail.com www.reallyslick.com | www.mogumbo.com _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
