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
>>
> 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
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
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 ...
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
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