No worries, thank you for looking into it anyway. :)
To be honest, I don't think that "fixing" this behavior within OSG is worth
it. The code additions to ViewerBase::renderingTraversals() would be
duplicated from Renderer and SceneView, and would only benefit fringe cases
where the user wants
Hi Ravi,
Oh well. I've removed the LightingMode changes, there is a little
clean up in there so I've merged this with master.
FYI, LightingMode is really just there for convince and backwards
compatibility back to the 1.0/2,0 days of the OSG.
These days I'd write lighting management all myself
robertosfield wrote:
> Ops, don't send modifications without compiling them first...
>
> The View::LightingMode and SceneView::LightingMode aren't compatible
> enum's so can't be passed as is. I've spotted a better way of doing
> this update, putting into the Renderer::updateSceneView() method
Ops, don't send modifications without compiling them first...
The View::LightingMode and SceneView::LightingMode aren't compatible
enum's so can't be passed as is. I've spotted a better way of doing
this update, putting into the Renderer::updateSceneView() method along
with the setting of the
HI Ravi,
On 10 January 2018 at 14:53, Ravi Mathur wrote:
> I just checked, and the same behavior & solution exists on master.
Looking at the internal setup of the rendering backend I think the
reason for the behavior is that the Renderer implement found in
ravidavi wrote:
>
> robertosfield wrote:
> > HI Ravi,
> >
> > I haven't yet looked deeply into the issue as I'm still in post
> > holiday catch up mode. What version of the OSG are you using?
> >
> > Robert.
> >
>
>
> I'm on the OpenSceneGraph-3.5.6 tag.
I just checked, and the same
robertosfield wrote:
> HI Ravi,
>
> I haven't yet looked deeply into the issue as I'm still in post
> holiday catch up mode. What version of the OSG are you using?
>
> Robert.
>
I'm on the OpenSceneGraph-3.5.6 tag.
--
Read this topic online here:
HI Ravi,
> If Robert or any of the other experienced folks on here think that I'm
> mistaken on this, or have other more elegant solutions, please let me know.
> Otherwise I'll consider the matter closed.
I haven't yet looked deeply into the issue as I'm still in post
holiday catch up mode.
OK I figured it out after digging further into SceneView. In case anyone else
ever runs into this, here is what's going on and how to fix it.
When a new View is created (e.g. osgViewer), it defaults to HEADLIGHT mode and
internally creates the master Camera, along with a Renderer and SceneView
Hi all,
Sorry to bring up yet another question about
osg::View::setLightingMode(NO_LIGHT), but I'm having trouble understanding some
lighting behavior.
Suppose I have a simple scene with no explicitly-specified StateSets ... e.g.
I'm not setting lights or enabling GL_LIGHTING or anything like
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