Re: [osg-users] LightPointNode culling

2009-12-31 Thread Trajce Nikolov
Hi Max, I dont thing this is a bug since I have been using this since years ago, and I am pretty sure it works ok. I will have a look at this after the holidays. The thing I noticed was that your light point didnt look like light point I am used to see in osg. Glad it works though Nick http://ww

Re: [osg-users] LightPointNode culling

2009-12-30 Thread Max Bandazian
Thanks, Nick. I tried this out and it does work around the issue, and so far I haven't seen a significant performance hit. This is clearly a bug, though. The lights in the .osg file are set to have a minimum 3 pixel size (I have no idea if this means 3 pixel radius, 3 pixel diameter, or what), but

Re: [osg-users] LightPointNode culling

2009-12-28 Thread Trajce Nikolov
Hi, I did quick test here. You should disable small feature culling. Have a look at viewer.getCamera()->setCullingMode(osg::CullSettings:: Nick http://www.linkedin.com/in/tnick Sent from Ünalan, İstanbul, Turkey On Mon, Dec 28, 2009 at 11:08 PM, Max Bandazian wrote: > Hi, > > I'm having some t

[osg-users] LightPointNode culling

2009-12-28 Thread Max Bandazian
Hi, I'm having some trouble with the culling of an osgSim::LightPointNode. They seem to be getting culled out at some arbitrary distance, although I could also be misinterpreting what the class is supposed to do (the header is almost entirely uncommented, so...) The attached .osg file has one tr