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
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 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
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