Hi, Oliveira,
I am not sure what exactly is causing the problem, but maybe it is the
setVertexArray(). U should call VertexArray::dirty(),after you changed data in
osg::Array at runtime, to tell the OSG to update corresponding data in the GPU
memory.
--
Cheers,
---
TianZJ
At 201
Probably it does, however I tried deactivating Culling and my scene is not
rendered properly anymore (some LOD nodes are not rendered).
My bounding spheres are correctly calculated. Are they set with
node->setInitialBound(calculatedBound); ?
2017-06-22 18:54 GMT+01:00 sam :
> When you zoom you
When you zoom your mouse feel forward it's possible that the new sphere is
outside the camera's view and thus being culled out of the drawing. Check
to make sure the sphere doesn't end up behind the camera.
On Thu, Jun 22, 2017 at 10:38 AM, Bruno Oliveira <
bruno.manata.olive...@gmail.com> wrote:
I am almost sure I am making some mistake on setting the node's bounding
sphere. Is my code correct on that example I gave?
2017-06-22 18:29 GMT+01:00 Bruno Oliveira :
> Sorry I'm not sure what you're asking.
>
> I manipulate my scene with a Mouse Manipulator (Trackball), hence the view
> is refr
Sorry I'm not sure what you're asking.
I manipulate my scene with a Mouse Manipulator (Trackball), hence the view
is refreshed and I can see my nodes, but if I zoom in they disappear
2017-06-22 18:23 GMT+01:00 Sam Brkopac :
> Hi Bruno,
>
> After you manipulate the coordinates do the new bounds r
Hi Bruno,
After you manipulate the coordinates do the new bounds result in the node
getting culled by the camera?
Thanks, Sam
> On Jun 22, 2017, at 10:12, Bruno Oliveira
> wrote:
>
> Hello,
>
> I have some osg::Nodes with some initial geometry coordinates.
>
> Then, after some rendering, a
Hello,
I have some osg::Nodes with some initial geometry coordinates.
Then, after some rendering, at some point I need to transform those initial
coordinates. I do something like this:
void MyNodeGeometry::convertCoordinates() {
auto* vert = this->getVertexArray();
for (int i = 0; i <
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