Re: [osg-users] traversal question w/latest developer release-blacknodes

2008-02-15 Thread Robert Osfield
g time (years?), 'course that doesn't preclude another > > failure mode. > > > > Cheers > > -- mew > > > > > > > > > > > > > -----Original Message- > > > From: [EMAIL PROTECTED] [mailto:osg-users- > >

Re: [osg-users] traversal question w/latest developer release-blacknodes

2008-02-14 Thread sherman wilcox
> 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 > >

Re: [osg-users] traversal question w/latest developer release-blacknodes

2008-02-14 Thread Mike Weiblen
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 >

Re: [osg-users] traversal question w/latest developer release -blacknodes

2008-02-13 Thread Jim Brooks
>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

Re: [osg-users] traversal question w/latest developer release -blacknodes

2008-02-13 Thread sherman wilcox
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

Re: [osg-users] traversal question w/latest developer release -blacknodes

2008-02-13 Thread Paul Martz
(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

Re: [osg-users] traversal question w/latest developer release - blacknodes

2008-02-12 Thread sherman wilcox
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

Re: [osg-users] traversal question w/latest developer release - blacknodes

2008-02-12 Thread sherman wilcox
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

Re: [osg-users] traversal question w/latest developer release - blacknodes

2008-02-12 Thread Paul Martz
> 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