Re: [osg-users] Issue on using pure OpenGL in custom drawables

2008-12-09 Thread Christian Heine
Hi, thanks for the hints, the definition of a valid bounding box on my custom drawable has solved the issue. Best regards, Christian Ulrich Hertlein wrote: > Hi Christian, > > On 9/12/08 7:34 PM, [EMAIL PROTECTED] wrote: >> What me confused is, that the point sprite is rendered correctly (on >>

Re: [osg-users] Issue on using pure OpenGL in custom drawables

2008-12-09 Thread Paul Martz
> What me confused is, that the point sprite is rendered > correctly (on the right side of the coordinate system with a > positive x value*) if i add any reference model to the scene > (in my case a simple osg shape). If i remove the model, the > point sprite is rendered on the left side of the

Re: [osg-users] Issue on using pure OpenGL in custom drawables

2008-12-09 Thread Ulrich Hertlein
Hi Christian, On 9/12/08 7:34 PM, [EMAIL PROTECTED] wrote: What me confused is, that the point sprite is rendered correctly (on the right side of the coordinate system with a positive x value*) if i add any reference model to the scene (in my case a simple osg shape). If i remove the model, th

Re: [osg-users] Issue on using pure OpenGL in custom drawables

2008-12-09 Thread J.P. Delport
Hi, what are you viewing the output with? Maybe the automatic home position calculation of osgviewer is making things blurry? jp [EMAIL PROTECTED] wrote: Hello, first, sorry that i've opened this 2nd thread, but i got no access to my old mails on work and the osg servers are still down ...

[osg-users] Issue on using pure OpenGL in custom drawables

2008-12-09 Thread hellhound
Hello, first, sorry that i've opened this 2nd thread, but i got no access to my old mails on work and the osg servers are still down ... Yesterday I've tried to localize the issue on using pure OpenGL in my custom drawables. To get more detailed informations I've scap down my complete test env