Hi there, I have an issue with glFlush, and I don't know exactly if this is related to OSG.
Basically, I have a very complicated scenegraph, whose drawables are my own classes derived from osg::drawable. So, they implement the drawImplementation, by using standard OpenGL rendering commands (basically vertex arrays). I had to put a glFlush() at the end of each drawImplmentation() to make it work correctly. I mean that, if I didn't, the drawing would be completely wrong, as if wrong normals were applied to lighting computations. But glFlush() should only flush the content of the command buffer to the graphic board. Am I worng? Furthermore, it does not behave wrongly on every graphic board, only some cards shows the problem (mine is a nVidia Quadro FX 2500M). What's even worse is that putting such calls slows down my application a lot (from 22 to 13 fps). So, I just wonder if it might be a problem related to OSG (since I mixed osg with direct OpenGL commands), or if it might be related to specific drivers of my graphic board. Thanks in advance, Gianluca P.S. = BTW, if I replaced glFlush() with a double call to glPointSize(), passing 3.0 and 1.0 in sequence as sizes (but without making any other call inbetween). It still works good, as if glFlush() was issued, but without the side effect of slowness. So, actually they act as a glFlush() in my code!
_______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org