g time (years?), 'course that doesn't preclude another
> > failure mode.
> >
> > Cheers
> > -- mew
> >
> >
> >
> >
> >
> > > -----Original Message-
> > > From: [EMAIL PROTECTED] [mailto:osg-users-
> >
> fixed a long time (years?), 'course that doesn't preclude another
> failure mode.
>
> Cheers
> -- mew
>
>
>
>
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:osg-users-
> > [EMAIL PROTECTED] On Behalf Of Paul Martz
> >
OTECTED] On Behalf Of Paul Martz
> Sent: Wednesday, February 13, 2008 10:07 AM
> To: 'OpenSceneGraph Users'
> Subject: Re: [osg-users] traversal question w/latest developer
release-
> blacknodes
>
> (Hm, shaders. Maybe someone with more experience with shaders in OSG
>
>2) There is some sort of state leakage (of my shader) issue
> between sibling nodes. If this is leakage - is it a bug or not?
If an app has a custom node that is altering OpenGL state outside of OSG,
then another custom node is needed, as a counterpart, to undo that
special state.
So those two no
Is strange. I'm using all OSG code. Is possible I've found some odd
OSG bug - but I think is more likely that I'm doing something that's
not intended and am experiencing a side effect. I'm going to spend a
bit of time and see if I can simplify this problem down to a trivial
example.
On Feb 13, 200
(Hm, shaders. Maybe someone with more experience with shaders in OSG can
read and post an opinion?)
Hi Sherman -- Interesting issue.
OpenGL is a state machine, and if you're just using raw OpenGL, then you
could enable blending, for example, never change blending state again, and
blending would b
I've found a few clues this evening. Not sure why things are behaving
the way they are - I'm probably abusing the OSG in my overridden
traverse(...) function. My node has a shader attached. If I do NOT
attach that shader to the stateset, no problems. Read on
On Feb 12, 2008 3:40 PM, Paul Martz
Paul - thanks for the suggestions. I've found an older code tree of
mine from November 07 and everything seemed to work there. I'm
investigating.
On Feb 12, 2008 3:40 PM, Paul Martz <[EMAIL PROTECTED]> wrote:
> > I have a class that inherits from osg::Group. In this class
> > I'm overriding the tr
> I have a class that inherits from osg::Group. In this class
> I'm overriding the traverse function. It is written in such a
> way that the CULL_VISITOR doesn't have an opportunity to call
> osg::Group::traverse(nv). When I add this object to the
> scenegraph all the nodes in my scene go black
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