I found the problem. The complex app was creating it's own root node and
setting it's rendering hint to transparency. Not sure why it did that. Now it's
working like a charm.
Thanks,
Brian
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Hi Brian,
On Wed, Sep 30, 2009 at 2:10 PM, Brian Hill br...@hotmail.com wrote:
I found the problem. The complex app was creating it's own root node and
setting it's rendering hint to transparency. Not sure why it did that. Now
it's working like a charm.
Setting hint to drop the geometry
] Rendering Optimizations Not Working
Hi Brian,
On Wed, Sep 30, 2009 at 2:10 PM, Brian Hill br...@hotmail.com wrote:
I found the problem. The complex app was creating it's own root node and
setting it's rendering hint to transparency. Not sure why it did that. Now
it's working like a charm
HI Brian,
You don't really provide enough information on what the complex app
is doing to make any judgement on what is going on. The best I can
suggest is that it sounds like you are breaking starte sorting and
lazy state updating in some way, and in doing so are causing the draw
dispatch and
Folks,
I'm rendering a scene with 3 different objects instanced 500 times each.
When I run it in osgviewer is achieves 1000 hz, when I run it in a simple
osgViewer::Viewer based app it runs at 1000 hz, when I run it in a more
complex osgViewer::Viewer based app it runs at 30 hz. All the
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