Re: [osg-users] Double precision vertex data problem

2011-10-24 Thread Mike Connell
Hi Robert Many thanks - your fix to ArrayDispatcher works for me - both with my test data and the original more complex scenegraph that the edge3.osg test case was extracted from. best Mike On 21 October 2011 17:42, Robert Osfield robert.osfi...@gmail.com wrote: Hi Mike, Your comments

Re: [osg-users] Double precision vertex data problem

2011-10-21 Thread Mike Connell
Hi Filip, Thanks for your comments. It appears the warnings are indeed from the TriangleFunctor which is used by the DriveManipulator TerrainManipulator. As we don't use those pieces of code in this application I don't think they are the problem here. I've dug a little deeper in the rendering

Re: [osg-users] Double precision vertex data problem

2011-10-21 Thread Robert Osfield
Hi Mike, Your comments about ArrayDispatcher and slow paths was most illuminating. I had a look at the ArrayDispatchers.cpp and how it integrates with the GLBeginEndAdapter that is used as a fallback when slow paths have to be used and found that it didn't contain the handling of Vec3d's so I've

[osg-users] Double precision vertex data problem

2011-10-18 Thread Mike Connell
Hi all! I've been updrading a program from OSG 2.8.x to 3.0.0 and have hit a problem with some double precision vertex data. The attached .osg file is a stripped down part of the scenegraph that is causing problems. It works fine with osgviewer in both 2.8 and 3.0.0. If you change the

Re: [osg-users] Double precision vertex data problem

2011-10-18 Thread Filip Arlet
Hi, PolytopeIntersector uses osg::TriangleFunctor T and as you can see in code (TriangleFunctor header). Constructor called with Vec*d does nothing (prints warning). In member function TriangleFunctor::drawArrays OSG is accesing Array, that doesnt exists - and that's where the problem is I