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
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
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
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
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